The 3rd Super Robot Wars Alpha ~To the End of the Galaxy~ FAQ/Walkthrough by Fencedude Copyright 2008 Fencedude Version 0.50 e-mail: fencedude[at]gmail[dot]com ------------------------------------------------------------------------------- Table of Contents 01) Version Information [ver] 02) Introduction [int] 03) Starting the Game [sta] 04) How to Play [htp] 05) Spirit Commands [spi] 06) Pilot Skills [pil] 07) Mech Abilities [mec] 08) Song Attacks [son] 09) Walkthrough [wal] 10) Secrets [sec] 11) Item List [itm] 11) Status [sts] 12) Acknowledgements and Credits [ack] -------------------------------------- Chapter 01 - [ver] Version Information -------------------------------------- 0.25 (02/08/08) - First release, contains Selena's route up through Scenario 18, plus the first two extra scenarios. Also contains complete Spirit Command and Pilot Skill lists. 0.30 (02/12/08) - Second release, progressed Selena's route through Scenario 29, added Full Upgrade Bonus list and completed the how to play section. 0.40 (02/19/08) - Third release, Selena's route complete through Scenario 41, added revised Pilot Skill List and corrected multiple formating errors. 0.50 (03/18/08) - Fourth Release, Selena's Route completed. Item list added, Touma's route begun. 0.55 (07/03/08) - Fifth Release, Touma's route completed up through Scenario 12 ------------------------------- Chapter 02 - [int] Introduction ------------------------------- This FAQ and Walkthrough is intended to be a complete guide for Super Robot Wars Alpha 3 for the Playstation 2, starting with Selena's route and eventually covering all 4 main character routes. Hopefully I can actually deliver on this admittedly ambitious goal. At any rate, this is my first time writing a guide such as this, so bear with me as I work out the kinks. You will note that I have a relatively terse writing style compared to some FAQ Authors, but I will endeavor to cover all the relevant information for each scenario. If you see something I missed, or know the correct spelling for a character, unit or anything of the sort, feel free to drop me an e-mail. ------------------------------------ Chapter 03 - [sta] Starting the Game ------------------------------------ When you first start the game, select "New Game". You will then be presented with two choices, the top choice begins a new game while the bottom choice sends you into a tutorial where Viletta and Arado teach you how to play the game. Character Selection: At the character select screen you will be prompted to choose your main character, there are four choices, two male and two female. From left to right the choices are: Touma Kanou - Male Super Robot Pilot. Unit: DGG-03 RaiOh Kusuha Mizuha - Female Super Robot Pilot. Unit: YMD-01D Gouryu Kai Cobray Gordon - Male Real Robot Pilot. Unit: Werkbau Selena Recital - Female Real Robot Pilot. Unit: AS-04 AS Soleares After choosing your character, you are given the option to customize their name, affiliation, birthdate and bloodtype. If you wish you can write your character's name in roman letters. Though be aware the lower line may not have enough characters to display a Romanization of their name. After choosing a name, you are prompted to choose an organization name. The default is "Alpha Numbers", and that is what I will be calling them throughout this guide. Again, you may choose whatever you wish. Next is birthday and bloodtype, which determines your Spirit set. Hopefully this guide will one day contain a complete chart of birthdays and what Spirits they give. ------------------------------ Chapter 04 - [htp] How to Play ------------------------------ Part 1 - On the map Super Robot Wars is a turn based strategy game, you move your units across a grid and direct them to attack enemy units. Once you've moved all of your units you end your turn and the enemy units attack you. When one of your units comes under attack, you can choose to respond with a weapon, attempt to evade, or defend to reduce damage taken. A) Unit Window On the main battle grid, pressing the Circle button on an unused unit will bring up a menu of actions, this menu can get very long, but the most important choices are always at the top or bottom. Generally there will be four options "Move" "Attack" "Spirit" and "Status" arrayed like this: -------- |Move | |Attack| |Spirit| |Status| -------- Now as you go along through the game, more options will start to appear, but the top 2 and bottom 2 options will always remain the same and if you remove everything but those, you would be left with this menu. Selecting "Move" will display a red field, showing how far the selected unit or squad can move, you then move the cursor to the spot you wish to move to and the squad will travel to that location. Once there you get one or two options. The first is to attack and only appears if there is an enemy in range and you have post movement weapons. Post Movement Weapons are indicated by a "P" next to their name. The second option is "End", and ends that squad's actions for the turn. Moving back to the original menu, if there are enemies in range you will see the "Attack" option. Selecting it will bring up a list of weapons that Squad Leader has, ones that are lit up are able to be used. Selecting a weapon will bring you to the map, where a blue field shows all the areas you can attack with that weapon. You then move your cursor to an enemy squad and press Circle. You may be given two or three choices at this point. The first choice is to attack with your squadmates giving covering fire. In this mode you can only attack the enemy squad leader, but your squadmates will use their PLA weapon to attack first. This can provide extra damage to your target, or serve as a way to keep an enemy squad member from intercepting your main attack in a Support Defense. The second choice is a focused attack, in this mode you do not get covering fire, but are able to attack any unit in the opposing squad. The final choice is a Support Attack. It only appears if an adjacent squad's leader has the Support Attack ability. If so, then after your main attack and the enemy's counter attack are finished, that unit will come in and provide an additional attack. The next option on our original list is "Spirit", selecting this brings you to several sub menus where you can choose which unit in the squad and then which pilot or subpilot of that unit you want to get Spirit commands from. Regardless you are brought to a screen with up to four panels, each for one of the units in the squad. If a unit has sub pilots you can select them by highlighting that unit's panel and pressing R2 or L2. From this screen you can queue up Spirit commands with Square, and then execute them all at once with circle. Some spirit commands cannot be queued because they do not affect the current unit or squad, selecting one of these will bring you to the map, where you can choose which squad you wish to execute the command on. The final option is "Status". This option brings you to the status screen for the units and pilots within the squad. Here you can check mech abilities, pilot skills, basically anything you need to know about your units. As mentioned earlier, there will be more choices in the menu most of the time, many of these are easy enough to figure out by trial and error. They are things such as "Transform" (for units with more than one mode), "Swap Leader" (changes the squad leader), "Combine", "Separate", "Use Item", etc. The most useful of these are "Transform" and "Swap Leader", but these functions have a convenient shortcut. When your cursor is on a squad, pressing Square will rotate through the units, and pressing Triangle will change the squad leader's form, if applicable. B) Command Window Pressing Circle while the cursor is on an empty portion of the map will bring up the command window. From here you can adjust settings, save and do other global tasks. The window looks like this: Command----- |End Turn | |Skills | |Units | |Objective | |Statistics| |Options | |Save | ------------ End Turn: This option ends the player phase and begins the enemy phase. After selecting it you will be asked to confirm, if you still have units unmoved it will tell you how many there are and then ask if you want to proceed, with a Yes/No choice. Skills: This lets you search for pilots and units with specific Spirits or mech skills, the main usage is to help you find the Spirit Commands you need, especially as you presumably do not read Japanese. Units: Here you can see a list of all the units and pilots you have deployed on the current map, you can sort by various categories using the R1/L1 and R2/L2 buttoins. Objective: This screen has three sections; Winning Condition, Failure Condition and Skill Point Condition. Statistics: Here you can see how many Allied and Enemy squads there are, how many units you've shot down on this map, how many credits you've earned and what Items you've picked up. Options: This lets you select a number of system options, probably the most interesting is the top options, which allows you to set the background music that plays when your pilots enter battle. Each pilot can be assigned any BGM from the list of ones you have unlocked. Save: This performs a quicksave on the map, allowing you to restart from that position. This is useful not only in case you need to stop playing, but it also gives you insurance so you don't have to restart an entire map if you mess up. Along with this, there is the Soft Reset ability, which is done by holding down L1/R1/L2/R2/Select/Start on your controller. If you then release all the buttons but Select, the game will automatically load your last quicksave. You can only have one quicksave at a time. C) Data Box Below the Command Window there is a box with three important pieces of information. From top to bottom they are; Turn count, Credit total and Difficulty. The turn count is exactly what it sounds like, how many turns have elapsed on the current map. Credit total is how many credits you have. This is the total, not the amount you've earned on the map. Difficulty shows how many skill points you've earned and what difficulty level you are playing on. "E" for easy, "N" for normal and "H" for hard, difficulty is determined by how many skill points you've gained. The more you gain the harder the game will become. D) Terrain Window If you press X while on an empty piece of terrain you will bring up the Terrain Window. This window gives four pieces of information; Defense Bonus, Evasion Bonus, HP Regen Bonus and EN Regen Bonus. A unit standing on that terrain will gain the bonuses listed. Defense and Evasion only apply to units that are on the ground, while HP and EN regen will work for both ground and flying units. E) Battle Window When you attack an enemy or are attacked, a battle window is brought up. The left side shows the enemy, while the right side shows the player's unit. At the top the HP and EN bars for both squad leaders are shown, beneath that there is the name of the units, the weapons they are using, the hit probabilities, whether the weapons have a status affect or are ALL Weapons and the pilot's name, level and Will. Below that it shows the supporter if there is one. On the attacker's side it would be the unit that is providing a support attack, while on the defender's side it would be the unit providing support defense. In the bottom middle are the Command and Action Info windows. You can swap between them by pressing left or right. The Command menu has up to four options;Fight, Action, Support and Animation. Fight initiates the battle sequence. Action appears when you are attacked and lets you choose whether to respond with an attack, defend or evade. If you choose the top option you are brought to the weapon selection menu. Sometimes there is a fourth choice, if you are attacked by an ALL weapon you can choose whether your squad mates defend or attempt to evade. Support lets you choose what units provide support attack or defense, while Animation lets you turn the battle animations on or off. Action Info lets you see the hit rates for both sides, selecting whether to look at the offense or defense sides of the battle. Part 2 - Intermission Inbetween missions, after dialog segments, you will be brought to the Intermission screen. This screen is where you do all your customization and setup work. It is divided into two sections. On the left is all your options for entering other menus, while on the right you will see your Aces and other pertinent information. Starting on the right, you will find the following information. The large space in the middle shows your three top aces, those characters who have the most kills. Your 1st Ace will begin each mission with +5 Will, as will any character who has achieved 50 kills or more. Below your aces is a line with three important figures. On the left is the total number of credits you have. Credits are earned by destroying enemy units and are used to upgrade your mechs stats and weaponry. Next to that is how many Skill Points you have. Skill Points are special objectives you can achieve during a mission, there is one Skill Point per mission. The number of Skill Points you obtain determine how difficult the game is, ranging from Easy, to Normal, to Hard. Finally you will see in red letters how many squads you can deploy on the next mission, this is important to keep in mind when setting up your squads. Finally, in the line below that you will see the number of the mission you just cleared, and to the right of that how many turns you have used up thus far. On the left side of the screen you will see five categories, they are labeled in English "Order", "Status", "Custom", "Parts", "System". I will cover them one at a time. A)ORDER This is the section where you set up your squads and choose pilots for your units. The first option will have the game create squads for you, from one of 3 choices "Power", "Balance" and "Speed". The game will create squads that emphasize these three things. It does an ok job and may be useful if you are completely new to Super Robot Wars. The second option allows you to manually setup your squads. Squads can have up to 4 units or 5 bars of capacity, whichever limit you hit first. Each unit has a capacity ranging from half a bar to three bars. The larger the unit the more bars it has. When you select a squad you get a menu with three categories, "Edit", "Fix" and "Setup". Edit Under this category you have five choices "Add Unit", "Remove Unit", "Search for Unit", "Autofill" and "Saved". The most important are the first two, which do exactly what they say. The third option lets you choose specific criteria you are looking for and the game will search for a unit that has those qualities. Autofill gives you six options and will create a squad for you based on which ones you choose. The options are "Prioritize Mobility", "Prioritize Attack Power", "Prioritize Defense", "Special Powers", "Special Techniques" and "Spirit Commands". The final selection allows you to recreate a squad you have previously saved. Fix Under this category there are another five options "Status", "Parts", "Frames", "Pilot" and "Form". Status brings you to the unit and pilot status screen. Parts lets you add and remove Option Parts from the unit. Frames lets you alter the frame equipped on the unit, if it has such a function. Pilot lets you swap pilots, if possible and Form lets you choose what mode a transformable unit will deploy in. Setup There are four choices in this category; "Squad Order", "Squad Name", "???" and "???". Squad Order lets you alter what order the units are in the squad, while squad name lets you name the squad whatever you wish. You may even use English letters to help you identify things. Saving and ordering squads While on the main squad menu, if you press start you will bring up a box with six options; "Reorder", "Disperse", "Save Squad", "Delete Squad", "List Squad" and "Start Over". Reorder allows you to change the order in which the squads are displayed here and on the deployment screen, while Disperse deletes a squad entirely, returning the units to the unused pool. Save Squad allows you to save the squad formation and instantly recreate it at a later point. Delete Squad allows you to delete a squad you have saved, List Squad gives you a list of all the saved squads you have and finally start over cancels everything you've done to this point. Unit Pilots The third option in the Order section allows you to rearrange pilots for your units. You cannot put anyone in any mech however. As a general rule you can only place pilots in mechs from their specific series, and even then there are restrictions on who can pilot what. The most freedom is found among the UC Gundam and Mazinger casts, all of whom can basically pilot anything from their series. Most Super Robots can only be piloted by their designated set of pilots. B) STATUS The next section down is where you can examine information about all your characters and units. The first option is for characters, the second for units and the third for Spirits, Mech abilities, pilot abilities and Squad Leader effects. C)CUSTOM In this area you spend credits and Pilot Points (PP) to upgrade your characters and units. Characters are the first option. You earn PP by defeating enemies, and can use it in three ways. First is to upgrade stats. It takes 10 PP to upgrade a stat by 1 point. Second is by buying skills, there is a complete list of skills later in this guide. And finally you can upgrade terrain ratings, which determine how well you perform in a given terrain. For the stats, they are listed in the lowing order: Melee Attack, Shooting Attack, Skill, Defense, Evasion, Hit. Melee Attack determines the damage of Melee weapons (indicated by a fist next to their name), while Shooting attack does the same for Shooting weapons (indicated by a bull's-eye). Skill affects the activation of abilities such as Sword Cut, as well as the chance to score or evade critical attacks. Defense determines how much damage you take when hit, Evasion your chance of dodging an attack and Hit you ability to land an attack on the enemy. For terrain ratings they are listed in this order; Air, Ground, Water, Space. It takes 40 PP to go from C -> B, 50 to go from B -> A and 60 to go from A -> S.Its worth noting that you only need an S for the Unit OR the Pilot to get an S rank in that terrain, so if a unit comes with an S rank in a terrain there is no need to buy it for the pilot. The second option is for Mechs. This is where you can upgrade four stats for each mech you have; HP, Energy, Mobility and Armor. There are generally 10 upgrade slots for each stat and the cost to increase by one slot goes up the more you invest in a mech. If you fully upgrade a mech you will be given the opportunity to select a Full Upgrade Bonus which you can add to the mech on top of the upgrades you've already done. Reduce Cost A Rank in Air HP +10% A Rank in Ground EN +10% A Rank in Water Mobility +10% A Rank in Space Armor +10% Barrier costs 0 EN Movement +1 Weapon Range +1 The final option is for weapons. Each mech has a single upgrade bar for all its weapons, so they all increase in power simultaneously. D) PARTS The two sections under Parts are for the equipping of option parts gained in battle, and the swapping of option frames. A complete list of option parts can be found later in this FAQ, while the frames are fairly self explanatory once you take a look. E) SYSTEM The final category has three options. First is "Options", which lets you change a few options such as gridlines and the like. Next is "Save", where you can save your game in between missions, and finally there is "Sortie", which moves you from intermission to the next Scenario. Part 3 - Mech, Pilot and Weapon Status screens Here I will give a detailed breakdown of all the status screens, and what the various items mean. This will be done from the perspective of looking at the status screens during a mission, and should be applicable to any other situation. During a scenario, open up the unit status, you will enter a screen with four tabs at the top. From left to right they are; Current Status, Unit Status, Pilot Status, Weapon Status. A) Current Status This screen shows how your unit and pilot are working together and if they've been affected by any status anomalies. In the middle you will see an image of the unit and to the right the pilot's portrait. In the top left is the unit's name, below that what squad it belongs to and whether or not it's the leader (indicated by a white feather) and below that if it is an event squad or not. In the bottom left you will see a rundown of the unit's current status. HP and EN are listed first, then a grid of six items. Mobility Cost Armor Size Movement Effective Terrains Mobility is the current mobility stat for the unit, if it is white it is normal, green would indicate it has been buffed, while red would indicate it has been debuffed. Same goes for the Armor and Movement stats. Cost is how much it will cost to repair the unit if it is destroyed in battle. Size is how large it is relative to other units, the possible sizes from smallest to largest are: SS, S, M, L, 2L, 3L. The larger the unit the less damage it takes from smaller units and the more it deals in return. Effective terrains are the terrains the unit can move in without penalty. From left to right they are; Air, Ground and Water. In the bottom middle of the screen are the terrain rankings in three columns. The left column is the unit's terrain, the middle is the pilot's, and the right is the combined final terrain ranking. From worst to best they are; D, C, B, A and S. On the bottom right is a rundown of the pilot's current situation. From top to bottom it shows; Current Level, Current Will, Current/Max SP, EXP to reach next level and Song Energy. Pressing Triangle on this screen changes it to show both the unit and pilot's current stats, as compared to their base stats. Showing how they've been buffed or debuffed. B) Unit Status This screen is much the same as the previous, with a few changes. On middle right you will see four boxes, these boxes indicate whether the unit is capable of from left to right; Sword Cut, Shield Defense, Repair, Resupply, Barrier. Below this is a listing of any mech abilities the unit has. Pressing triangle changes the bottom of the screen to show how many upgrade levels each stat has, along with any equipped Option Parts. C) Pilot Status The top of the third screen shows much the same information as the right side of the Current Status screen, with two additions. On the third line down it shows the total PP the pilot has earned and the total amount of kills they have, along with indicating if they've reached Ace (50 Kills) status. On the left is a listing of their Pilot skills and in the middle are the Spirit Commands they know. To the right it shows the pilot's six upgradeable stats, along with their terrain rankings. The stats are: Melee Attack Shooting Attack Defense Skill Evasion Hit Below those are the four terrain rankings: Air, Ground, Water, Space The bottom panel show's the pilot's Squad Leader bonus. D) Weapon Status The final screen is about your weapons. On the left side of each row there will be either a fist or a bull's-eye, this indicates whether the weapon is melee or shooting based and thus which pilot stat is used to determine damage. Next is the name of the weapon, followed by three boxes. These boxes may be empty, or contain from left to right; S, P, B or some combination of the three. "S" indicates a status affecting weapon, "P" is a post movement weapon and "B" is a beam based weapon. After this is a rectangle that is either empty or contains the words "ALL" or "PLA". Almost every unit will have a PLA attack, but never more than one. This is the attack they used when doing a Platoon Attack. ALL attacks are attacks that can hit all members of an enemy squad. Next over is the base attack power, the overall strength of the weapon. Following this is the range, from minimum to maximum, and finally the hit modifier. The bottom portion of the screen shows details for each weapon. The left column is from top to bottom; status effect, current/max ammo, required/total energy and required/current Will. To the right is the critical modifier, the terrain rankings and any skills required to use the weapon. Part 4 - Deployment screen The final stop before beginning most missions is the deployment screen, which looks much like the Intermission Menu. On the right you will see the "commander" of the mission, and on the left you will see all the same options from before, until you get down into System area. The first option is the same, it takes you to the settings menu, but the second and third have changed. The second option now lets you preview the map you will be fighting on, the yellow numbers show where your units will deploy and you can look at any enemy units that are already on the map along with terrain features and the like. The final option is to begin the mission, it takes you to the squad select screen where you can choose which of your squads to send out. You select squads with circle and once you have reached the maximum number a window with four options pops up. The first option takes you to the map and lets you rearrange how the squads deploy, once you are done you can press Start to begin the scenario. The second option deploys the squads as they are, without giving you a chance to reorganize. ---------------------------------- Chapter 05 - [spi] Spirit Commands ---------------------------------- Also known as "spells" or "seishin", Spirit Commands utilize a pilot's Spirit Points (SP) to cast beneficial effects on themselves or their allies and occasionally detrimental effects on enemies. Each pilot learns 6 spirit commands as they level up, generally a set tailored to their personality and the type of unit they generally pilot. Units with multiple pilots have a spirit set for each pilot, and Battleships generally have at least two characters with spell pools. There are a total of 35 Spirit Commands in the game, a complete listing of all available commands can be found both during intermission and during gameplay, displayed in five columns of 7 commands. I will use this format to list them. You can select a command from this master list to find all the characters that are capable of using it. Grayed out commands are unavailable due to all characters with it already having acted that turn, while ones in red can't be used due to insufficient SP. Commands that are not available to any characters will be shown with "???" until a character learns it. Column 1: Valor: Self. Next attack does double damage Soul: Self. Next attack does 2.5 times damage Morale: Squad. Guaranteed critical attack. Doesn't stack with Valor or Soul Sense: Self. Casts Strike and Alert Alert: Self. Next attack will be dodged Invincible: Self. Next time you get hit, take 10 damage Guard: Self. Take quarter damage from all attacks that hit over the next turn Column 2: Focus: Self. Hit and Evade rates increased by 30% Strike: Self. 100% chance to hit for an entire turn Attune: Any Ally. Casts Strike on a single ally Accel: Squad. Increases squad movement rate by 3 Zeal: Squad. Act again after attacking. Guts: Self. Restore 30% of your HP Great Guts: Self. Restore 100% of your HP Colume 3: Trust: Any Ally. Replenish 2000 of an ally's HP Friendship: Ally Squad. Restore HP to all units in a squad. Bonds: All Allies. All units regain 50% of their HP Renew: Any Ally. Restores all EN and Ammo Hope: Any Ally. Restore 50 SP Spirit: Self. Gain 10 Will Drive: Self. Gain 30 Will Column 4 Rouse: Squad. All pilots gain 5 Will Passion: Self. Gain 10,000 Song Energy Mercy: Self. Fatal attack will leave an enemy with 10 HP Snipe: Self. All weapons other than MAP and range 1 gain 2 range Fury: Self. Next attack ignores defensive barriers and support Scan: Enemy Squad. View enemy stats. Exhaust: Enemy Squad. Reduces enemy Will by 10 Column 5: Disturbance: All Enemies. All enemy hit rates reduced by half for next turn Love: Self. Casts Valor, Accel, Strike, Alert, Gain and Luck Courage: Self. Casts Valor, Accel, Focus, Invincible and Fury Luck: Squad. Next attack yields double credits Bless: Ally Squad. Casts Luck on any ally squad Gain: Squad. Next attack yields double experience Cheer: Ally Squad. Casts Gain on any ally squad ------------------------------- Chapter 06 - [pil] Pilot Skills ------------------------------- This is a list of all the pilot skills that the pilot characters can obtain. Some of these skills are inherent to specific characters and cannot be purchased, while others can be put onto any character, as long as you have sufficient PP and an empty slot. Inherent Skills: Newtype: Gives increased hit and dodge and allows the use of Psycommu based weaponry. Maximum level of 9 Cyber Newtype: Same as above Psychodriver: Increased hit and dodge, allows the use of TK Fields, allows the use of TK based weaponry. Maximum level of 9 ESP: Incresed hit and dodge and critical, maximum level of 9 Brave: Increased hit, dodge, critical and armor, maximum level of 9 SEED: At 140 Will gain 10% damage and 10% to hit and evade Command: Projects an aura that increases ally hit and evade rates. Max level 4 SP Regen: Restores 10 SP every turn Aggressive: At 130 Will increase damage by 25% Genius: +20% to hit, evade and critical Luck: 20% additional credits earned per kill Mental Barrier: Immune to status effects Buyable Skills: Page 1: Sword Cut This skill allows for the blocking of certain attacks using the melee weapon equipped on a unit. Sword Cut can block other sword strikes, missiles and certain remote weaponry. Not all units are capable of this and only pilots who are capable of using a unit that can do it can buy this skill. Its activation is dependant on the pilot's Skill stat and their Sword Cut level. Sword Cut can be raised to a maximum level of 9. Shield Defense This skill allows for units equipped with a shield to defend with them to reduce damage. Only pilots whose possible units have shields can buy this skill. When a unit defends with a shield the damage taken is reduced to 40%. Shield equipped units will always use their shield when "Defend" is selected,this skill determines whether they will be able to spontaneously defend during a regular counter attack. Activation is dependant on the Skill stat of the pilot and the Shield Defense Skill Level. Shield Defense can be raised to a maximum level of 9. Prevail Prevail is a skill that raises a pilot's Hit, Evade, Defense and Skill stats as their unit's HP falls. Increasing the level of Prevail will affect how early it starts to work and how much of a boost it provides. Prevail is most useful on pilots who have units which are expected to take a lot of hits, such as Super Robots or Battleships. Prevail can be raised to a maximum level of 9. Counter Counter allows a pilot to attack first on the enemy phase. The chance of it activating is determined by the pilot's Skill stat and the level of the Counter Skill. Counter can be raised to a maximum level of 9. Offensive Support Offensive Support allows a Squad Leader to provide an additional attack when the leader of an adjacent squad attacks. The support attack occurs after the enemy counterattack and does not occur if the first attack destroys the enemy. ALL attacks cannot be supported and the supporter cannot use an ALL attack during the support attack. The number of support attacks a pilot can provide in a single turn is determined by the level of the skill, up to a maximum of 4. Defensive Support Defensive Support allows a squad member to block an incoming attack for another squad member. The defending unit takes half damage (40% if they have a shield) and will not automatically defend if taking the attack will destroy them. A unit can defend as many times as they have levels of Defensive Support, up to a maximum of 4. Page 2: SP Up SP Up increases a pilot's total SP by 6 per skill level, up to a maximum of level 9, or 45 extra SP. Resolve With this skill a pilot will begin each scenario with 5 additional Will. Morale Starting on the second turn, pilot will gain 2 Will at the beginning of each turn. Will+ (Evade) Every time an attack is evaded the pilot gains 1 Will. Will+ (Hit) Every time an attack hits the enemy the pilot gains 1 Will. Will+ (Damage) Every time the unit takes a hit the pilot gains 2 Will. Page 3: Will+ (Destroyed) Every time an enemy unit is destroyed the pilot gains 1 Will. E Save Weapon energy consumption is reduced to 80% B Save Weapon ammo increased by 50% Learning When not the leader of a squad pilot gains 100% Experience and Pilot Points Combo Attack When performing a support attack, critical hit is guaranteed Backup Attack Squad attack does 150% damage Page 4: Focused Attack When using an ALL Weapon against a multi unit squad, deal 10% extra damage Predict At 130 Will final hit and evade percentage increased by 10% Guard At 130 Will, damage taken from enemy attacks reduced to 80% Break Will Limit Raises the maximum Will level to 170 Repair Using the repair command restores 50% more HP Resupply Allows the use of the Resupply command after movement Page 5: Ignore Size Difference Penalties imposed by size differences negated --------------------------------- Chapter 07 - [mec] Mech Abilities --------------------------------- Coming Soon! ------------------------------- Chapter 08 - [son] Song Attacks ------------------------------- Mike Sounders 13 and the members of the Sound Force have special Song Attacks that provide bonuses to your team members, as well as damaging certain types of enemies. This section will detail the effects of these attacks and how to go about using them. Mike Sounders 13: Disc P - Increase the Will of all members of a squad by 5 Nekki Basara: Basara's songs function as attacks. When used on normal enemies they lower their Will, if their Will reaches 90 they will retreat, and it counts as Basara "destroying" them. If he uses his song attack on a Protodevilin, it causes damage as normal. Once you obtain the Sound Boosters, you will be able to perform combination and MAP versions of these songs, assuming you have all of Sound Force (Basara, Mylene, Ray and for one song, Sybil) PLANET DANCE - Increase ally dquad's Hit and Evade stats Totsugeki Love Heart - Increase Will of all members of ally squad HOLY LONELY LIGHT - Increase Skill and Defense stats of ally squad POWER TO THE DREAM - Restores a small amount of SP to ally squad TRY AGAIN - Raises Melee and Shooting Stat TRY AGAIN (with Sybil) - Raises all stats Mylene Flare Jenius: Mylene's songs function just like Basara's PLANET DANCE - Increase ally squad's Hit and Evade stats Totsugeki Love Heart - Increase Will of all members of ally squad MY FRIENDS - Restore SP to an entire squad HOLY LONELY LIGHT - Increase Skill and Defense stats of ally squad TRY AGAIN - Raises Melee and Shooting Stat TRY AGAIN (with Sybil) - Raises all stats ------------------------------ Chapter 09 - [wal] Walkthrough ------------------------------ This chapter will provide a comprehensive walkthrough for the entire game, including deployment lists, enemy lists, Skill Point objectives and other relevant information. About Skill Points and Turn Count Each Scenario has an optional objective (know as a "Skill Point" or "Battle Mastery") which when achieved gives all deployed characters +5 PP and one "Point". If, by the end of scenario 59 you have accumulated at least 57 Skill Points and have stayed below a cumulative turn count of 420, then you will enter the good "Gunbuster Ending" version of the final stage. If you fail either or both of these requirements, then you will go to the normal version of the ending. It is worth noting that there is a bug in the game that causes turn count to increase whenever the game play map is show, regardless of whether or not you are actively playing a scenario, so the actual number of turns you have available to meet the criteria is somewhat less than 420. This walkthrough is primarily geared towards meeting the Skill Point criteria for each stage, with a secondary emphasis on meeting turn completion. A good rule for cutting the time off of your turn count is to try to beat the Skill Point requirements by a turn or two. Doing this regularly should be enough to keep your count down. Also good opportunities to save time will be pointed out, especially towards the end of the game ++++++++++++++++++ Scenario 1 - Touma ++++++++++++++++++ Allied GaoGaiGar (Gai) Goldymarg HyoRyu - EnRyu Allied Reinforcements (Initial enemies destroyed) RaiOh (Touma) Enemy Joelah x6 (Propellant Tank) Enemy Reinforcements (Initial enemies destroyed) Joelah x3 SP: Defeat all enemies within 3 turns Starting out with the GaoGaiGar crew, you face 6 Balmar drones, which should Be nothing for what you have to work with. You may want to combine HyoRyu and EnRyu into ChouRyuJin, then just press the attack. Once all 6 Joelah's are destroyed, you get the Skill Point. This however also prompts some reinforcements to appear. Events occur between Touma and Minaki, that culminate in the launching of RaiOh, which proceeds to destroy one of the new Joelah's immediately. Once the other two are destroyed the scenario ends. ++++++++++++++++++++++++++++++++++++ Scenario 1 - Selena "Secret Mission" ++++++++++++++++++++++++++++++++++++ Allied: AS Soleares (Selena) Enemy: Taurus x2 Jegan x2 Salamis Class Enemy Reinforcements (arrive after victory condition achieved) R-GUN Powered (Viletta) SP: Defeat Mobile Suits within 4 Turns Fairly straightforward, you are facing four mobile suits and a battleship. Selena and Elmer together have 6 casts of Focus, so you may want to go ahead and cast one to reduce the hit rates of the enemies. Then charge forward and attack. With focus on, the Taurus's will have a 33% chance to hit, and the Jegan's a bit less. So you should be good. But be careful, the Soleares doesn't have all that much armor and the Taurus Beam Cannon can do over half you HP in one shot. But you should easily be able to one shot them with your third attack, so it shouldn't be an issue. Once all four enemy suits are destroyed, the R-GUN Powered appears in the western portion of the map. Once you defeat Viletta, she runs off with Selena in hot pursuit. ++++++++++++++++++ Scenario 2 - Touma ++++++++++++++++++ Allied RaiOh (Touma) GaoGaiGar (Gai) Allied Reinforcements (Zonder Robos destroyed) King J-Der (J) Great Mazinger (Tetsuya) - Venus A (Jun) Jeeg - Big Shooter (Miwa) Enemy ZX-01 ZX-02 ZX-03 EI-02 x2 EI-05 x2 Enemy Reinforcements EI-02 x2 EI-05 x2 SP: Defeat the 4 Zonder Robos within 2 turns. Starting out with RaiOh and GaoGaiGar, you must defeat the 4 Zonders within 2 turns. They don't have very much HP, so two turns should be plenty, damage two on your first turn, kill them on counters and weaken the other two on counters. Finishing off the last two on Player Turn 2, if all else fails you should be able to kill them on the last enemy phase. After you defeat the Zonders, the Primevals will proceed to beat the crap out Of GaoGaiGar until its destroyed. You of course cannot stop this. At this point, J Ark will show up to bust the Primevals. After a series of events, you will get some reinforcements and the 1 remaining Primeval will call in some more Zonders. Just use your four units to kill the Zonders, then focus your fire on the Primeval. It should go down in a turn or two. After that, it'll revive, and Then J will use J QUATH to kill it for good. Receive Cartridge x3 Propellant Tank x3 Repair Kit x3 +++++++++++++++++++ Scenario 2 - Selena +++++++++++++++++++ Allied: Albion GM Custom (Burning) - GM Custom (Bates) - GM Custom (Monsha) - GM Cannon II (Adel) GP03 Dendrobium Orchis (Kou) - GM Cannon II (Keith) Zeta Gundam (Camille) - Super Gundam (Emma) - Re-GZ (Four) - Methuss (Fa) Allied Reinforcemnts (Arrive on Turn 2): Ra Kailum Nu Gundam (Amuro) - MP Nu Gundam (I) (Kayra) - Jegan (Katz) ZZ Gundam (Judea) - Re-GZ (Roux) Allied Reinforcements (Arrive after 3 enemy squads destroyed) AS Soleares (Selena Enemy: Magellan Class Geara Doga - Jegan Zaku II F2 - Taurus Gelgoog Marine - Rick Dom II Jegan - Rick Dom II Doven Wolf - Zaku II F2 Enemy Reinformcements (Arrive after 3 enemy squads destroyed) Joelah x7 SP: Defeat Magellan within 5 turns Controlling the Albion and its crew against a group of terrorists, you have 3 good squads to work with, so this should be pretty easy. Espcially since on turn 2, the Ra Kailum shows up with Amuro and Judea. With two battleships and five squads, including 4 very powerful squad leaders, clearing out the enemy will be a snap. Just pincer them between the Albion and Ra Kailum teams. After you defeat 3 enemy squads, 7 Joelah will appear to the west, followed by Selena. The Joelah are pathetically weak, so they won't pose any additional problem. If they appear during an enemy phase, several will probably go after Selena, and she'll take them out with ease. Clearing the map within 5 turns should present no trouble whatsoever considering the forces you have on hand. After the mission you receive: 3 Propellant Tanks 3 Cartridges 3 Repair Kits +++++++++++ Scenario 3 +++++++++++ Allied: Albion GM Custom (Burning) - GM Custom (Bates) - GM Custom (Monsha) - GM Cannon II (Adel) GP03 Dendrobium Orchis (Kou) - GM Cannon II (Keith) Zeta Gundam (Camille) - Super Gundam (Emma) - Re-GZ (Four) - Methuss (Fa) Ra Kailum Nu Gundam (Amuro) - MP Nu Gundam (I) (Kayra) - Jegan (Katz) ZZ Gundam (Judea) - Re-GZ (Roux) Shin Getter 1 (Ryouma) - Lady Command (Michiru) Mazinkaizer (Kouji) - Diana A (Sayaka) Great Mazinger (Tetsuya) - Venus A (Jun) Steel Jeeg (Hiroshi) - Big Shooter Combattler V RaiOh (Touma)/Soleares (Selena) Allied Reinforcements (Turn 2): J Ark (J) Enemy: Primeval x15 Enemy Reinforcements (Turn 4): ZX-03 SP: Clear map within 6 turns You've got quite a powerful team considering its only the third scenario, 11 squads, including such powerhouses as Mazinkaizer, Great Mazinger and Shin Getter. Anyway, the objective here is to prevent the 31 Sol Masters from breaching your defensive line. Most of your squad members probably don't have much in the way of defensive spells, and the Primeval's ALL attack is dangerous to them. Try to engage while sitting on the Asteroids whenever possible, and remember that the Methus, Lady Command, Venus A and Diana A can all repair an entire squad, if it becomes necessary. On Turn 3 the J Ark will arrive in the south west corner of the map and then on turn 4, ZX-03 will arrive in the west. Keep in mind that once they Primeval cubes reach 110 Will they get a barrier that negates all damage under 2500, which is yet another strike against your squad members, since most of them won't be able to pierce that with their PLA attack. ZX-03 will focus its attacks on the J-Ark/King J-Der, so cast invincible or Iron Wall if you wish. ZX-03 has 26,000 HP but pathetically little armor, so its not much of a problem to take it out by the end of turn 6, but make sure you have some people over in that area by the end of 5 at the latest to help J kill it. If you want, you can cast Cheer and/or Bless on whoever gets the last blow, for more money and EXP. After you kill it, it will regain some HP, and then King J-Der will move in to deal the finishing blow with a J Quath. +++++++++++ Scenario 4 +++++++++++ Allied: Albion GM Custom (Burning) - GM Custom (Bates) - GM Custom (Monsha) - GM Cannon II (Adel) GP03 Dendrobium Orchis (Kou) - GM Cannon II (Keith) Zeta Gundam (Camille) - Super Gundam (Emma) - Re-GZ (Four) - Methuss (Fa) Ra Kailum Nu Gundam (Amuro) - MP Nu Gundam (I) (Kayra) - Jegan (Katz) ZZ Gundam (Judea) - Re-GZ (Roux) Shin Getter 1 (Ryouma) - Lady Command (Michiru) Mazinkaizer (Kouji) - Diana A (Sayaka) Great Mazinger (Tetsuya) - Venus A (Jun) Steel Jeeg (Hiroshi) - Big Shooter Combattler V RaiOh (Touma)/Soleares (Selena) Enemy: Muge X4 - Muge Zei Fars X4 - Zei Fars Dorion Tesura Okozenia Skull Rook Magnum x3 SP: Defeat all enemies within 5 turns You start out on the East, and have to escape to a spot on the southern edge within 5 turns. In your way are asteroids and a bunch of enemies from various shows. Up front are some pathetic little fighters, and some grunts that aren't much better. Not a problem at all for your force. Up ahead are some higher level enemies, still not much of a problem but Skull Rook does have 19,000 HP. Of course, that's why you have Mazinkaizer and Shin Getter with you. For the Skill Point, you need to kill everything, the only part of this that could be hard is that one of the Magnum's has boss level HP, and probably won't get into your range until turn 4, giving you only two turns to kill him. Its not hard, just something to keep in mind. After you either reach the escape point or kill everything, the stage moves on to a second, entirely story based segment. I hope you aren't a big fan of the SRX team... +++++++++++ Scenario 5 +++++++++++ Allied: Albion GM Custom (Burning) - GM Custom (Bates) - GM Custom (Monsha) - GM Cannon II (Adel) GP03 Dendrobium Orchis (Kou) - GM Cannon II (Keith) Zeta Gundam (Camille) - Super Gundam (Emma) - Re-GZ (Four) - Methuss (Fa) Ra Kailum Nu Gundam (Amuro) - MP Nu Gundam (I) (Kayra) - Jegan (Katz) ZZ Gundam (Judea) - Re-GZ (Roux) Shin Getter 1 (Ryouma) - Lady Command (Michiru) Mazinkaizer (Kouji) - Diana A (Sayaka) Great Mazinger (Tetsuya) - Venus A (Jun) Steel Jeeg (Hiroshi) - Big Shooter Combattler V RaiOh (Touma)/Soleares (Selena) Allied Reinforcements (appears after 2 GINN Squads destroyed): Mobius Zero (Mwu) Enemy: Muge X4 - Muge Zei Fars X4 - Zei Fars Tesura Okozenia Skull Rook Magnum x3 Dancouga Enemy Battleship x3 Bramble Buratsuku Monster x2 Dari x2 Guranrol Neutral (appear after enemy squads reduced by X) Nazca Class GINN x6 - GINN Neutral Reinforcements (Appear after 2 GINN Squads destroyed) CGUE (Cruze) - GINN x2 SP: Destroy all enemies within 6 turns Basically the same deal as last time. You still have the same team, and you are facing largely the same units, plus a few extras. You now also have one more turn to complete the Skill Point requirements. After you kill enough enemy squads, a large group of ZAFT forces appears in the SE corner of the map, prompting all the battleships you are currently fighting to bail out, leaving just the grunts behind. The ZAFT forces are Yellow Neutrals, but they will attack you anyway After two of the GINN squads have been destroyed, Mwu will appear in his Mobius Zero, this prompts Cruze to sortie in his CGUE. After you've destroyed all of the enemies, the stage ends. ++++++++++++++++++ Scenario 6 - Touma ++++++++++++++++++ Allied RaiOh (Touma) Great Mazinger (Tetsuya) Venus A (Jun) Boss Borot (Boss) Jeeg Big Shooter (Miwa) GaiGar (Gai) Mic Sounders 13 Enemy Yamata no Orochi (Mimashi) (Chobham Armor) Toruken - Bado Gyao - Psychobea Zen - Oberuusu Zuugaru Saki Garuga Rugon Zai Guretsuosu Jet x3 - Jet SP: Within 5 turns destroy all enemies, saving the Yamata no Orochi for last. Fairly simple mission, you have a fairly small selection of units, and several of them aren't too effective in combat, especially Mike, so be careful of what
you do with them. Make sure to keep the Big Shooter near Jeeg so you have
access to all of Jeeg's attacks.

For the skill point, you need to kill all the enemies in 5 turns, but make
sure you save the round battleship for last. 

Be very, very careful with your support units. They are all quite fragile,
and don't have very many defensive Spirits to help them. Boss Borot and
Mike are probably the most vulnerable and if anyone dies its game over.

The best strategy I found is to cluster your weak units together in the
building area right ahead of the starting point, then use your four front
line units to clear out the enemies around the area. However on enemy phase
the enemies will target the supporters, having Boss on a building will help
you immensely, since it adds 30% to his evasion and defense. Regardless,
expect to use up all of Jun's SP casting Trust on him. Once you have the
immediate enemies cleared out, charge down to the Yamata no Orochi. Try to
reach it by turn 4, since it will take at least one attack from each of your
four units to take it out, and probably more.


+++++++++++++++++++++++++++++++++++
Scenario 6 - Selena "The Beginning"
+++++++++++++++++++++++++++++++++++

Allied
  Soleares (Selena)
  CGUE (Cruze)

Allied Reinforcements (appear after you reach designated position)
  Nazca Class
  GINN x2

Enemy
  Jegan x2
  Geara Doga x2
  Tarus x2

Enemy Reinforcements (appear after you reach designated position)

  Magellan Class
  Mobius Zero (Mwu)
  Jegan x4

SP: Reach the designated position and defeat all enemies within 4 turns

Basic scenario, just move Soleares and CGUE towards the flashing target, and 
take out the six mobile suits in your way.

After Soleares reaches the flashing square, Mwu shows up in the company of a 
Magellan class battleship and some Jegans. In response, Cruze calls out his 
Nazca Class and a couple of GINNs to help you.

After you defeat Mwu (which is pathetically easy) the stage ends. Selena and 
Cruze then go into the colony and witness the activation of Strike Gundam.


++++++++++++++++++
Scenario 7 - Touma
++++++++++++++++++


Part 1

Allied
  Jeeg
  Big Shooter (Miwa)

Enemy
  Rugon
  Garuga
  Baban (Magnetic Coating)

You start out with just Jeeg and the Big Shooter, against three Haniwa
Genjin units. You also do not know the SP condition yet. Go ahead and
move both Jeeg and the Big Shooter up to meet the enemies. After all
three Haniwa Genjin are destroyed, part 1 ends and you move on to the
main event.

Part 2

Allied
  Jeeg Head

Allied Reinforcements (Rearmost enemy attacked)
  Jeeg
    - Big Shooter (Miwa)
  KouRyu
    - AnRyu

Allied Reinforcements (Initial Enemies Destroyed)
  3 Squads

Enemy
  Girara
  Gyao
  Baban

Enemy Reinforcements (Initial Enemies Destroyed)
  Yamata no Orochi (Flora) (Booster)
  Psychobea
    - Zugol
  Zen

  Gogura
    - Guretsuosu
  Baban
    - Baban
  Toruken
    - Oberuusu
  Zuu
  Goro
  Jet x6

SP: After enemy reinforcements arrive, defeat all enemies in 5 turns

Starting out as just the Jeeg Head for now, you once again face 3 Haniwa
Genjin. Go ahead and cast Focus and move up towards them.

As soon as you attack the enemy in the rear, reinforcements arrive in
the form of Renais, KouRyu and AnRyu. After a brief segue, Jeeg finally
gets the rest of his body back, and you can start back in on the Haniwa
Genjin. And still no SP condition.

After you defeat the three Haniwa Genjin, the rest of your team finally
Shows up, along with major reinforcements for the enemy. Your Skill Point is
also revealed at this point. You have five turns to defeat all of these
enemies, which is more than enough time.

Once all the enemies are destroyed the scenario will finally come to an end.

Receive
  Thruster Module
  Dust Filter
  Screw Module


+++++++++++++++++++++++++++++++++++
Scenario 7 - Selena "One's Justice"
+++++++++++++++++++++++++++++++++++

Allied 

  Soleares (Selena)
  CGUE (Cruze)
  Aegis Gundam (Athrun)
  Duel Gundam Assault Shroud (Yzak)
  Buster Gundam (Dearka)
  Blitz Gundam (Nicol)
  Altron Gundam (Wu Fei)
  Gundam Heavyarms Custom (Trowa)
  Nazca ClassEnemy
  Taurus x3
  Jegan x4
  Geara Doga x3

Enemy Reinforcements (units reach a certain point)
  Geara Doga x4
  Zaku II F2 x3

  Rick Dom II x2
  Gelgoog Marine

SP: Defeat all enemies and have a unit reach marked position within 5 turns
Very similar setup to last time, only now you have 1 extra turn and a bunch 
more units on your side, so go ahead and charge forward to start things off. 
If you move your units to the full extent possible, very likely you'll trigger 
the reinforcements almost immediately.

Since most of the reinforcements will use Ballistic weapons, they are good 
fodder for the SEED Gundams, but keep them away from the beam weapon equipped 
Taurus's and Jegans. Use Selena and the Wing boys to clear them out near the 
colony.

It may seem like a lot of enemies to kill in only 5 turns, but that is much 
more time than you need. Just clean them out and then move onto the flashing 
square to get your point and clear the scenario.

++++++++++++++++++
Scenario 8 - Touma
++++++++++++++++++

Allied
  Mike Sounders 13

Allied Reinforcements (Enemy Squad Destroyed)
  J-Ark (J)
  GaiGar (Gai)
  3 Squads

Allied Reinforcements (2 turns after Reinforcements Arrive)
  GaoGaiGar (Gai)
  HyoRyu
    - EnRyu
  Big Volfogg
    - Goldymarg

Enemy
  EI-15
    - EI-20
    - EI-02

Enemy Reinforcements (Enemy Squad Destroyed)
  ZX-02 (Biosensor)
  EI-07 x2
    - EI-07
  EI-15 x2
    - EI-15
  EI-02 x2
    - EI-02
  EI-05 x2
    - EI-05

Neutral Reinforcements (2 turns after Reinforcements Appear)
  Yamata no Orochi (Ikima) (Analyzer)
  Girara
    - Girara
  Gyao
    - Gyao
  Baban
    - Garuga
  Baban
    - Rugon
  Gogura
    - Guretsuosu
  Torukun
    - Oberuusu

SP: Destroy all enemies within 5 turns of Allied Reinforcements arriving

Starting out with just Mike, you face a squad of three Zonders. Go ahead and
attack them, immediately afterwards there will be an event, Mike will SYSTEM
CHANGE and use Disc X to destroy the Zonders. The J-Ark will then arrive, there
will be a dialog event.

After the dialog, a bunch more Zonders will appear

 along with your reinforcements. You will also have the SP Requirement
revealed. Go ahead and proceed as normal, advance up and take on the Zonders.

Two turns after the arrival of your allies, some of the Jeeg enemies appear
down near where Touma and the others started, but at the same time the rest of
the GaoGaiGar team arrives, along with the Gao Machines. GaoGaiGar is formed,
and all GGG units are raised to 150 Will.

You may want to send these new arrivals down to face the reinforcements, while
you continue to mop up the Zonders, but you should still have plenty of time to
take all the enemies out to get the Skill Point. Also keep in mind that you
need to save ZX-02 for last, since defeating it ends the scenario.

++++++++++++++++++++++++++++++++++++++++
Scenario 8 - Selena "Invisible Intruder"
++++++++++++++++++++++++++++++++++++++++

Allied
  Soleares (Selena)
  Duel Gundam Assault Shroud (Yzak)
    - Buster Gundam (Dearka)
  Aegis Gundam (Athrun)
    - Blitz Gundam (Nicol)
  Altron Gundam (Wu Fei)
    - Heavyarms Gundam (Trowa)
  CGUE (Cruze)
  Nazca Class

Enemy
  Wing Gundam Zero (Heero)
    - Gundam Sandrock Custom (Quatre)
  Gundam Deathscythe Hell (Duo)
    - Taurus (Hilde)
  ZZ Gundam (Judea)
    - Re-GZ (Roux)
  Hyaku Shiki (Beecha)
    - Gundam Mk.II (Elle)
  Qubeley Mk.II (Ple)
    - Qubeley Mk.II (Ple II)
  Jegan x6

Enemy Reinforcements (Appear after X enemies defeated)
  Archangel
  Aile Strike Gundam (Kira)
    - Mobius Zero (Mwu)
  Zeta Gundam (Camille)
    - Re-GZ (Four)
  Super Gundam (Emma)
    - Methuss (Fa)

SP Destroy all Jegans before completing mission objective

Well, this is a somewhat different mission. You are up against the other half 
of the Wing boys, as well as the ZZ cast. As for the Skill point, you need to 
get all Jegans before the mission automatically ends after turn 6.

After you kill a certain number of enemies, the Archangel will show up and 
launch the Strike Gundam, along with the Zeta crew. If Elmer has learned 
Disturbance, now is probably the time to use it. 

Mission ends at 6 turns, or when you destroy all enemy units, whichever comes 
first.

(missing at least two item drops in this mission)

++++++++++++++++++
Scenario 9 - Touma
++++++++++++++++++

Allied
  RaiOh (Touma)

Allied Reinforcements
  Reideen (Akira)
    - Bluegar
  Getter Dragon (Ryoma)
    - Lady Command (Michiru)
  Dancouga (Shinobu)
  Mazinger Z (Kouji)
    - Diana A 
  Combattler V
  4 Squads

Enemy
  Bramble (Walkumedes)
  Magnum (Dangel) (Anti-Beam Coating)
    - Zubanza
  Zangaio (Death Gaia) (Chobham Armor)
  Magnum x3
    - Zubanza
  Muge Battleship
  Zei Fars x2
    - Zei Fars
  Muge Fighter x3
    - Muge Fighter
  Black Hole Monster
    - Retsudobaromu
  Kabutanga
    - Retsudobaromu
  Saringa
    - Retsudobaromu
  Dari x2
    - Zubanza
  Zubanza x2
    - Zubanza

SP: Destroy the Bramble within 4 turns of Allied Reinforcements arriving,
    Bramble retreats at 8000 HP.

Starting out with just Touma in RaiOh, against a rather large number of
enemies from several different series, also with an unknown SP requirement.
Go ahead and move on up and start taking out the nearest enemies.

After a couple of turns Touma will get called out by Dangel in one of the
Magnums, they'll duel and then RaiOh will malfunction. Then Ratsel and Sanger
show up to bail him out. Afterwards just keep plowing through the enemies,
making your way to the Bramble in the back.

Either on the next player turn, or the next time you fight Dangel, your
reinforcements will arrive and the SP condition will be revealed. The
condition is to make it over to the Bramble (the cross shaped battleship)
and destroy it within 4 turns of the reinforcement's arrival. Go ahead and
cast accel on anyone who has it and get them moving forward, following the
spearhead created by RaiOh and DyGenGuar. The Bramble will be accommodating
and move forward towards you, so getting to it won't be a problem. 

Since none of your pilots probably have Valor yet, you will probably need to
use a support attack to do more than 8000 damage to the Bramble. Just keep
in mind that ALL attacks cannot be used in a support attack, so find your
strongest single unit attacks with someone who has support and use them on the
Bramble.

After you clear out all enemies the sta...holy crap Touma goes berserk! Now you
need to take out the berserking RaiOh. Just treat him like any other enemy and
you'll be fine. After he falls below half HP he'll restore it all, so you've
got to do it again. After you reduce him to zero, he'll restore some more and
then Sanger will smack RaiOh around a bit and the Scenario ends.



Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2

+++++++++++++++++++++++++++++
Scenario 9 - Selena "Avenger"
+++++++++++++++++++++++++++++

Allied
  Soleares (Selena)
  Duel Gundam Assault Shroud (Yzak)
    - Buster Gundam (Dearka)
  Aegis Gundam (Athrun)
    - Blitz Gundam (Nicol)
  Altron Gundam (Wu Fei)
    - Heavyarms Gundam (Trowa)
  CGUE (Cruze)
  Nazca Class

Enemy
  Archangel
  Aile Strike Gundam (Kira)
    - Mobius Zero (Mwu)
  Zeta Gundam (Camille)
    - Re-GZ (Four)
  Super Gundam (Emma)
    - Methuss (Fa)
  Wing Gundam Zero (Heero)
    - Gundam Sandrock Custom (Quatre)
  Gundam Deathscythe Hell (Duo)
    - Taurus (Hilde)
  ZZ Gundam (Judea)
    - Re-GZ (Roux)
  Hyaku Shiki (Beecha)
    - Gundam Mk.II (Elle)
  Qubeley Mk.II (Ple)
    - Qubeley Mk.II (Ple II)

Enemy Reinforcements (Arrive when all Mobile Suits destroyed)
  Varuch Ishar (Spectra)
  Varuch Ben x2
  Joelah x3
  Megillot x3

Neutral Reinforcements (After 3 Balmar squads destroyed)
  R-GUN Powered (Viletta)

SP: Destroy the Varuch Ishar (Retreats at 4000 HP)

Similar to the previous scenario, both sides have pretty much the same setup 
as before, though there are no grunt Jegans this time. When you first start the
mission the Skill Point requirement will be hidden. Try to be somewhat 
parsimonious with your SP, use it if you need to, but keep a bit in reserve. 
Your biggest problems will be the Zeta, ZZ, Strike and Wing Zero Gundams, so 
be careful around them. Try to use ALL attacks to bypass Support Defense from
squad members.

After you defeat all the mobile suits, some Seed plot will happen, then a 
bunch of Balmar will show up, led by Spectra. This will cause Selena to jump to
150 Will and the SP condition will appear. The condition is to destroy 
Spectra's Varuch Ishar, she retreats at 4000 HP. After three Balmar
squads are destroyed, Spectra will attack Selena, afterwards, Viletta will 

appear in the R-GUN Powered as a Neutral unit. She won't be much help however,
and will likely get destroyed in the first enemy turn, but there is no penalty
for this.

After you clear out the Joelahs, Megillots and Varuch Bens, concentrate your 
fire on Spectra. She's pretty accurate and has good dodge, so you may want to
cast Elmer's Disturbance, and you still may have to reset a few times to land
your hits. To kill her before she runs you can either use a support attack, or
Yzak's valor, though he'll have trouble hitting her. Once Spectra either falls
below 4000 HP or is destroyed, the stage ends.

+++++++++++++++++++
Scenario 10 - Touma
+++++++++++++++++++

Allied
  8 Squads

Allied Reinforcements (Flora hit)
  RaiOh (Touma)
    - DyGenGuar (Sanger)
    - Huckebein Mk.III-T (Ratsel)

Enemy
  Yamata no Orochi (Flora) (Dual Sensor)
  Baban
    - Rugon
  Baban
    - Girara
  Baban
    - Gyao
  Baban
    - Garuga
  Guda
  Toruken
    - Oberusu
  Gogura
    - Guretsuosu
  Giro
    - Saki
  Zuu
    - Bado
  Psychobea
    - Zugaru
  Zen
    - Bedo
  AI Jet x5
    - AI Jet

Enemy Reinforcements (Flora hit)
  Yamata no Orochi (Ikima) (Hybrid Armor)
  Mikerosu (Dr. Hell) (A-Adapter)
  Oberusu x3
    - Oberusu

SP: Clear map without letting the lab take any damage.

Once again you are up against various and sundry Jeeg, Getter and Mazinger
enemies, your goal is to defeat them all. The SP condition is to not let the
lab (the white flashing square) get attacked.

Go ahead and move forward towards the enemies. After you inflict damage on
Flora's Yamata no Orochi, there will be some events involving Touma, in which
he'll gain a new attack. Some enemy reinforcements will arrive, along with
Sanger and Ratsel, who will enter a squad with Touma. Go ahead and keep taking
out the enemies.

Once all the enemies are destroyed the scenario comes to an end. If the base
has not taken any damage, then you also get the Skill Point.

++++++++++++++++++++++++++++++++++++++
Scenario 10 - Selena "Goodbye Friends"
++++++++++++++++++++++++++++++++++++++

Allied
  Soleares (Selena)
    - Strike Gundam (Kira)
  Altron Gundam (Wu Fei)
    - Gundam Heavyarms Custom (Trowa)

Allied Reinforcements (Turn 3)
  Archangel (Murrue)
  Mobius Zero (Mwu) (Joins Selena and Kira's squad)
  Zeta Gundam (Camille)
    - Re-GZ (Four)
    - Super Gundam (Emma)
    - Methuss (Fa)
  ZZ Gundam (Judea)
    - Re-GZ (Roux)
    - Qubeley Mk.II (Ple)
    - Qubeley Mk.II (Ple II)
  Hyaku Shiki (Beecha)
    - Gundam Mk.II (Elle)
    - Jegan (Mondo)
    - Megarider (Iino)
  Wing Gundam Zero (Heero)
    - Gundam Deathscythe Hell (Duo)
    - Gundam Sandrock Custom (Quatre)
    - Taurus (Hilde)

Allied Reinforcements (X ZAFT Squads destroyed)

  YF-19 (Isamu)
    - YF-21 (Guld)

Enemy
  Gamow
  Duel Gundam Assault Shroud (Yzak) (Analyzer)
    - GINN
  Buster Gundam (Dearka) (Martial Arts Manual)
    - GINN
  Blitz Gundam (Nicol) (Magnetic Coating?)
    - GINN
  CGUE (Cruze)
    - GINN
  GINN x6
    - GINN

SP: Clear map within 6 turns 

Well, your times with ZAFT have come to an end, Selena, Wu Fei and Trowa swap
sides and protect Kira from ZAFT forces after he returns Lacus to Athrun.
Starting out you have the minor problem of the Phase Shift armor on the ZAFT
Gundams reducing the damage everyone but Kira does, so focus on the GINNs for
now. 

On turn 3 the Archangel will appear with the crew you'd been fighting against
the last few missions, but now they are on your side. Mwu will join Selena and
Kira's squad. After a few more ZAFT squads are destroyed, a Crossgate will
appear and Isamu and Guld in their YF-19 and YF-21 will emerge. Their lack of
beam based weaponry will make them of only moderate usefulness against the
ZAFT Gundams, but every bit counts. Make sure to cast Focus because if they get
hit they will almost definitely get one shotted.

Once all enemies are destroyed the stage will end.

Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Pink Haro

+++++++++++++++++++
Scenario 11 - Touma
+++++++++++++++++++

Allied
  Archangel (Murrue)
  Strike Gundam (Kira)
    - Moebius Zero (Mwu)

Allied Reinforcements (Turn 4)
  9 Squads

Enemy
  Vesalius (Addes)
  CGUE (Cruset)
    - GINN
  CGUE x3
    - GINN
  GINN x7
    - GINN

Enemy Reinforcements (Turn 3)
  Aegis Gundam (Athrun) (Pink Haro)
    - GINN
  Duel Gundam (Yzak) (Apogee Motor)
    - GINN
  Buster Gundam (Dearka) (Martial Arts Manual)
    - GINN
  Blitz Gundam (Nicol) (Magnetic Coating)
    - GINN
  GINN x3
    - GINN

SP: Clear map within 7 turns

Pretty basic setup, starting with Strike and Archangel against a bunch of ZAFT
units, go ahead and move over and start taking them out, casting spirits as
needed.

At the beginning of Turn 3, ZAFT reinforcements will appear, and a few events
will play out. The scenario then continues as normal, go ahead and keep
smashing GINNs using Strike and the Archangel.

The Alpha Numbers show up at the beginning of Turn 4, so its time to get
seriously started. You should have three turns left to take everyone out,
which shouldn't be an excessively difficult problem. Advance your
reinforcements up and to the left while moving Strike and Archangel down to
meet them in the middle. If you can, try to setup a shot for the Archangel to
hit several units at once with the Lohengrin MAP attack, it can easily destroy
a GINN in one shot with that attack.

The biggest issue you will have is the Phase Shift Armor on the ZAFT Gundams,
the armor reduces all damage inflicted by non-beam weapons, and the only units
you have with beam weaponry are Strike and Archangel. Regardless, just keep
hacking away at them and you should be able to take them down with plenty of
time to spare.

After all the enemies are destroyed the scenario comes to an end.

After this scenario you will gain access to the Stealth Gao II, allowing you
to form Star GaoGaiGar, along with the Sword and Launcher packs for the Strike.


+++++++++++++++++++++++++++++++++++++
Scenario 11 - Selena "Power Junction"
+++++++++++++++++++++++++++++++++++++

Allied
  Archangel
  8 Squads

Allied Reinforcements (Arrives after X squads destroyed)
  Ra Kailum
  Star GaoGaiGar    - Goldymarg

    - Mic Sounders 13
  Hyoryu
    - Enryu
    - Big Volfogg
  Dancouga
    - Combattler V
  Reideen
    - Bluegar
  Mazinger Z
    - Diana A
  Great Mazinger    - Venus A
    - Boss Borot
  Getter Dragon
    - Lady Command
  Steel Jeeg
    - Big Shooter

Enemy
  Boazan Saucer x4
    - Boazan Saucer
  Muge x4
    - Muge
  Zei Fars x3
    - Zei Fars
  Magnum x3
    - Zubanza
  Magnum (Dankle) (Chobam Armor)
    - Magnum
  Bramble (Walkimedesu) (Dual Sensor)

  Dancouga Villain Battleship
  Okozenia
    - Boazan Saucer 
  Tesura
    - Boazan Saucer 

Enemy Reinforcements (Appers after Allied Reinforcements)

  Zangaio (Death Gaia) (Hybrid Armor)

SP: Clear map within 7 turns.
 
For the first time you will be able to choose what units you deploy. You can
deploy up to 8 squads, though you may not feel you have 8 units worthy of
being squad leaders. After you kill some number of enemy squads, the Ra Kailum
will show up with the rest of the Alpha Numbers, plus some friends. Basically
everyone from before is back (though you no longer have Shin Getter and
Mazinkaizer unfortunately) plus the GaoGaiGar, Reideen and Dancouga teams.

Anyway, with your Real Robots coming up from the bottom and the newly arrived
supers pincering in from the side, you should have no trouble finishing 
everyone off in 7 rounds. After all enemies are gone, the stage ends with 
little fanfare.

+++++++++++++++++++
Scenario 12 - Touma
+++++++++++++++++++

Allied
  RaiOh (Touma)

Allied Reinforcements (Touma destroys an enemy)
  Archangel (Murrue)
  Ra Kailum (Bright)
  Zeta Gundam (Camille)
    - Super Gundam (Emma)
    - Re-GZ (Four)
    - Methuss (Fa)
  Gundam ZZ (Judea)
    - Re-GZ (Roux)
    - Qubeley Mk.II (Puru)
    - Qubeley Mk.II (Puru Two)
  Gundam Wing Zero (Heero)
    - Gundam Sandrock (Quatre)
    - Gundam Heavyarms (Trowa)
  Gundam Deathscythe Hell (Duo)
    - Altron Gundam (Wu-Fei)
  Hyaku Shiki (Beecha)
    - Gundam Mk.II (Elle)
    - Jegan (Mondo)
    - Megarider (Iino)
  4 Squads


Enemy
  Bemidban (Baran Doban)

Enemy Reinforcements (Bemidban takes damage)
  Megillot Ach x4
    - Megillot x2
  Joelah Ach x4
    - Joela x2

SP: Clear map within 5 turns of enemy reinforcements.

Starting out with just Touma, you are up against Baran Doban in his Bemidban.
Not much to do here other than to attack him in whatever way you see fit.
After you hit him with an attack there will be an event, and you'll get
reduced to critical HP Levels and Touma will retaliate with Rising Meteo. Then
Balmar reinforcements will arrive and Baran Doban will depart. Your SP
Condition is also revealed, clear the map in 5 turns.

Once Touma destroys an enemy, the Archangel will arrive as reinforcement, but
you can only deploy 4 squads, but at the same time the Ra Kailum will show up
with a host of Gundam units to help out. No real challenge here, just smash as
you see fit.

After you defeat all the enemies a Crossgate appears and out comes Isamu and
Guld. And then the scenario ends.

All character routes merge at this point.

+++++++++++++++++++++++++++++++++
Scenario 12 - Selena "Conclusion"
+++++++++++++++++++++++++++++++++
Allied
  Ra Kailum
  Archangel
  12 Squads

Allied Reinforcements (6 Enemy Squads destroyed)
  J Ark (Soldat J)

Allied Reinforcemnets (ZX-02 Destroyed)
  Soleares (Selena)
    - R-GUN Powered (Viletta)
  DyGenGuar (Sanger)
    - Huckebein Mk.III-T (Ratsel)

Enemy
  EI-02 x3
    - EI-02
  EI-05 x3
    - EI-05
  EI-15 x2
    - EI-15
  EI-20 x2
    - EI-20


  ZX-02 (Biosensor)

Enemy Reinforcements (ZX-02 destroyed)
  Varuch Ishar (Spectra) (A-Adapter)
  Joelah Ach x4
    - Joelah x2
  Megillot Ach x4
    - Megillot x2

SP: Destroy ZX-02 within 5 turns

Yay, GaoGaiGar enemies. Anyway, basic skill point, you just need to kill the 
Primeval up at the top, so start out like normal and beat up the smaller fry 

for Will. After you destroy 6 of the Zonder Squads, J will appear in the J Ark, 
as per usual for him. The Zonders and ZX-02 all advance towards you, so you 
should have no trouble getting everyone in range. The Zonders are pretty 
pathetic actually, and a full squad can kill on in a single round with little 
difficulty.

As before, after you reduce the Primeval's HP to zero, it regains a bit, then 
J and Kaido do their thing and kill it for real.

Meanwhile, inside the Orbit Base, Selena has an...interesting encounter, that
leads to Spectra making a quick escape, with Selena and Viletta right behind.
Spectra appears nearby and summons some low level Balmar grunts, but she's not
the only one getting reinforcements. In addition to Selena and Viletta, none 
other than Sanger and Ratsel appear as well, in the DyGenGuar and Huckebein 
Mk.III Trombe!

After you defeat Spectra, Selena will have an auto battle with her where 
she'll do a ludicrous amount of damage and then Spectra will blow up and any 
remaining units will leave. Then, right when you thought it must be all over, a
Crossgate appears and emerging from it is...the Vegalion?

All character routes merge at this point.


Receive
  Thruster Module
  Dust Filter
  Screw Module


++++++++++++
Scenario 13
++++++++++++

Allied
  Ra Kailum
  Archangel
  14 Squads

Allied Reinforcements (X Enemy squads destroyed)
  EVA Unit-01
    - EVA Unit-02
    - EVA Unit-00

Enemy
  EI-02 x3
    - EI-02 x2
  EI-05 x3
    - EI-05x2
  EI-15 x2
    - EI-1 x2
  ZX-06 (Large Generator)

Enemy Reinforcements (X Enemy squads destroyed)
  Joelah Ach
    - Joelah Ach x2
  Joelah x3
    - Joelah x2
  Megillot Ach
    - Megillot Ach x2
  Megillot x3
    - Megillot x2

SP: Defeat ZX-06 within 6 turns, after destroying all other enemies

From the outset, things are pretty straight forward, basically same setup as 
last mission, only with fewer squads but now they have 3 Zonders per squad 
instead of two. After you destroy a couple of Zonder squads, an event occurs 

involving Mamoru, then a bunch of Megillots and Joelahs show up and attack 
Archangel. And in response...EVA Units 00, 01 and 02 deploy.

So now you have two groups of enemies, but the Balmar bugs aren't exactly a 
huge challenge, so just send a few units over to deal with them while you 
concentrate on the Zonders.

After you destroy ZX-06, it will regain some HP, there will be an event with 
GaoGaiGar and Mamoru, and the stage will end.

Receive
  Super Repair Kit
  Andromeda-Yaki
  Cutnalyzer x2


++++++++++++
Scenario 14
++++++++++++


Allied
  Ra Kailum
  Archangel
  15 Squads

Enemy
  Hermodr Echad
  Huleh x4
  Haggai x2 (one squad: Multi Sensor)
    - Haggai x2
  Esrim x3 (one squad: Booster)
    - Esrim x2
  Megillot Ach
    - Megillot Ach x2
  Megillot x2
    - Megillot x2
  Megillot Ben x2
    - Megillot Ach x2
  Joelah Ach
    - Joelah Ach x2
  Joelah x2
    - Joelah x2
  Joelah Ben x2
    - Joelah Ach x2

Enemy Reinforcements
  Devariim (Ace) (Custom OS)

SP: Achieve Winning Condition within 7 turns


The Winning condition in question is to reduce the Hermodr Echad's HP to 
80,000 or below. The Hermodr Echad, is of course the big battleship sitting near
the Crossgate. Thankfully you have plenty of grunts to beat up on you way there.
Be careful of the ALL attack from the Huleh's, they pack quite the punch, also
all the battleships have 20% HP regen, so don't bother countering them, just
defend or evade as necessary. If you want to destroy them make sure to focus on
them in a single round so their HP Regen won't kick in.

Once you get attacked (or attack) the Hermodr Echad, Ace Gozzo will launch 
from the easternmost Huleh, and then that Huleh will depart. Ace's Devariim is
incredibly dangerous, with no less than three different MAP attacks, all of 
which can one shot your weaker squad members. So take him out ASAP. He's also 
very evasive, so you'll probably need to use Strike to hit him. Rei should 
have two casts of Attune, if you need to give someone who doesn't have Strike a
shot at him.

As for the Hermodr Echad, its not too hard, just keep in mind that both of its
attacks are ALL, though the 1~8 one isn't as powerful, so you may want to get
in close. Make sure you do not end a turn with a bunch of units right in front
of it or it will MAP you, and its MAP weapon is very powerful and accurate.
Once you do about 50,000 HP worth of damage it will drop below 80,000 and the
stage will end. After the stage you will lose access to HyoRyu/EnRyu/ChoRyuJin
for a while.


++++++++++++
Scenario 15
++++++++++++

Allied
  Ra Kailum
  Archangel
  J-Ark
  15 Squads

Enemy
  Primeval Fusion (High Performance Radar)
  EI-07
    - EI-20
    - EI-15
  EI-20
    - EI-15
    - EI-07
  EI-15
    - EI-07
    - EI-20
  EI-02 x2
    - EI-02 x2
  EI-05 x2
    - EI-05 x2
  Dari
    - GINN
    - Muge

  GINN
    - Okozenia
    - Retsudobaromu
  Zubanza
    - Tesura
    - Zaku II F2
  Magnum
    - Geara Doga
    - Rick Dom II
  Gelgoog Marine
    - Zei Fars
    - Debizaa

SP: Clear Map within 7 turns, defeating Primeval Fusion last

After the Magnificent 7 invade the Orbit Base during the dialog scenes, you 
deploy on the moon facing the fusion of 6 of the Primevals, some Zonders and 
random squads of random stuff. You have 7 turns to kill everything, ending 
with the Primeval. 

As usual the Zonders are only really dangerous for their ALL attacks, and make 
sure you don't let anyone gang up on your supers. After you kill one Zonder, a 
small event happens; J casts Alert and moves up near the Fusion Primeval.

Once you clear out all the goons, focus your attacks on the Fusion Primeval. 
He has a barrier that absorbs up to 2500 damage, so you may wish to use 
Fury/Direct Attack to get through. This also means that PLA attacks will be 
largely useless. So go nuts with your most powerful finishers. Also remember 
that his ALL attack has a status affect, it reduces mobility by 30. Though the 
only things that can realistically survive a hit from it probably don't care 
too much about their mobility stat, so whatever. After he dies, the mission 
ends.

Receive  Minovski Craft
  Dust Filter
  Thruster Module
  Screw Module 



++++++++++++

Scenario 16
++++++++++++

(part 1)

Allied
  Ideon (Cosmo)

Enemy
  Detsuka Bau x2

Wheee...Ideon. Starting off its Ideon against two Buff Clan planes, not a huge 
deal, just swat them away. You have the incredible selection of one weapon.

(part 2)
 
Allied
  Ideon (Cosmo)

Allied Reinforcements
  VF-17D (Gamlin)
  VF-17S (Kinryu)
  VF-17D (Docker)

Enemy 
  Detsuka Bau x10
  Condo Bau x2
    - Detsuka Bau

SP: Clear map in 4 turns


Moving onwards, there's some Balmar plotting, some more story info, and a bit 
of Macross 7 stuff. Then back to Solo and the dig site and another Buff Clan 
attack, a much bigger one this time. SP condition begins now, if that wasn't 
obvious.  You probably want to cast Focus or Strike to help Cosmo hit the 
planes; otherwise you'll probably be whiffing a lot.

At the beginning of Turn 2 the three VF-17Ds of Battle 7's Diamond Force 
arrive to help. Cast focus on all three (and Invincible on Gamlin) and charge
them down towards the Buff Clan. Between Ideon and Diamond Force you should be
able to clean out the Buff Clan by the end of player turn 3.

Once all the Buff Clan are gone, Macross 7 arrives and the Solo Ship launches. 
End of scenario. 
 
Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2 


++++++++++++
Scenario 17
++++++++++++

Allied
  Battle 7 (Max)
  Solo Ship (Bes)
  VF-17D (Gamlin)
  VF-17S (Kinryu) 
  VF-17D (Docker)
  Ideon (Cosmo)

Allied Reinforcements (Destroy 4 Protodevilin)
  VF-19 (Basara)

Enemy
  Gataman Zan
  Detsuka Bau x5
  Kondo Bau
    - Kondo Bau x2
  Zug Matsuku (Analyzer)
    - Detsuka Bau x2

Enemy Reinforcements (Zug Matsuku defeated)
  Varauta
  Fz-109F Ergazorn (Gigile)
  Fz-109A Ergazorn x6

SP: Clear map within 4 turns

You start with Battle 7, the Solo Ship, Ideon and Diamond Force (where's the 
rest of M7's Valkyries?) against a small force of Buff Clan. Both the Solo 
Ship and Battle 7 are competent in combat, so feel free to keep them up with
your main attackers, especially so that Diamond Force can get the benefits of
Max's Command Aura.

After one round you get a new failure condition, you must not let the Zug 
Matsuku stop next to the Solo Ship, so keep its movement rate in mind when 
moving Solo Ship around. 

Once you reduce the Zug Matsuku's HP to Zero, it and any remaining Buff Clan 
forces leave...right in time for the Protodevilin to show up! It's always 
something.

After you destroy 4 of the Protodevilin, Gigile will advance and use his 
Spiritia Drain on Docker, rendering him unable to move. This will cause an 
event that leads to Basara launching in is VF-19 Custom Excalibur, and making 
Gigile LISTEN TO HIS SONG!

After taking out the rest of the Protodevilin and doing damage to Gigile, Max 
will order Battle 7 to enter Attack Mode and will destroy the Varauta in a 
single hit. And thus the scenario ends. And no one listened to Basara's song.


++++++++++++
Scenario 18
++++++++++++

(Part 1)

Allied
  Battle 7 (Max)
  Solo Ship (Bes)
  Ideon (Cosmo)
  VF-17D (Gamlin)
  VF-17S (Kinryu)
  VF-17D (Physica)

Allied Reinforcements (Turn 2)

  VF-19 (Basara)

Enemy
  Varauta
  Fz-109F Ergazorn (Gigile) (Dual Sensor) 
  Fz-109A Ergazorn x6 (one unit: Minmei Doll)

SP: Clear map within 3 turns

Its...the exact same set of enemies from the second part of last mission, so 
no initial surprises at least. You can now freely change the Battle 7 from Ship 
to Attack modes as you wish. It's significantly better armed in Attack mode, but
loses a tiny sliver of mobility.

At the beginning of turn 2, Basara arrives. Just like last scenario you cannot 
control him, so just proceed as normal. Use focus on your Valks and Strike on 
Ideon, use Battle 7 and Solo Ship to take out the Varauta, and then hit Gigile 
with whatever you have left. This SP requirement cuts it a bit closer than 
most,but is still plenty of time. After you reduce his HP to zero, he'll run off
and Ideon will follow. After a brief exchange Gigile leaves and the map ends. 
 
They still aren't listening to Basara's song...

(Part 2)

Allied
  Battle 7 (Max)
  Solo Ship (Bes)
  VF-17D (Gamlin)
  VF-17S (Kinryu)
  VF-17D (Physica)

Allied Reinforcements (Turn 2)
  VF-19 (Basara)

Allied Reinforcements (Turn 3)
  Ideon (Cosmo)

Enemy
  Gataman Zan
  Zug Matsuku (Damido)
    - Detsuka Bau x2
  Zug Matsuku (Gije)
    - Detsuka Bau x2
  Kondo Bau x2
  Detsuka Bau x5

Enemy Reinforcements (Turn 3)
  Kondo Bau x2
  Detsuka Bau x4

And now we are on to part 2 of the scenario, which features the Buff Clan once 
again. Only now you don't have Ideon, for some reason. Additionally, Battle 7 
and Solo Ship can't move, so your only combat units to begin with are Diamond 
Force. So Focus up and charge out there. Your overall goal is to defeat 
Damido's Zug Matsuku

Beginning of Turn 2, and SHOCK! Basara arrives. And yes, you still can't 
control him. So just keep taking out the Detsuka and Kondo with Diamond Force.
 
Beginning of Turn 3, more Buff Clan forces appear to the North West of the 
battleships, in response Ideon finally sorties. You can send Ideon up to deal 
with the reinforcements, while the Diamond team deals with Gije and Damido, 
who should be getting close to them by now. At this point Battle 7 and Solo Ship

can now be moved.

+++++++++++
Route Split
+++++++++++

At this point after leaving the intermission, you will be presented with a 
choice during the dialog, the choice is whether to go to Earth (top) or go to 
Space (Bottom). This choice affects what missions you have and what units are 
available for use.

Earth Route Units:
  Archangel
  Ra Kailum  All UC Gundam Units
  All Gundam Wing Units
  All Gundam Seed Units
  All Evangelion Units
  All Macross Plus Units

Space Route Units:


Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Martial Arts Manual

After the split you will probably need to reconfigure your squads, since about 
half of your units will be gone.


+++++++++++++++++++++++++
Scenario 19 - Earth Route
+++++++++++++++++++++++++

Allied
  Ra Kailum (Bright)
  Archangel (Murrue)
  Aile Strike Gundam (Kira)
  12 Squads

Enemy
  Nazca Class
  Laurasia Class

  Aegis Gundam (Athrun) (Anti-Beam Coating)
    - GINN x2
  Duel Gundam (Yzak) (Chobham Armor)
    - GINN x2
  Buster Gundam (Dearka) (Dual Sensor)
    - GINN x2
  Blitz Gundam (Nicol) (Magnetic Coating)
    - GINN x2
  CGUE x3
    - GINN x2
  GINN x4
    - GINN x2


SP: Clear Map within 6 turns


Yay, back to fighting ZAFT and the stolen Gundams, thankfully since you are 
very Gundam heavy at the moment you should have plenty of beam based weaponry 
to smack them around with.

Secret Alert: If you wish to recruit Yzak (much) later in the game, make sure 
to shoot down the Duel Gundam during this mission to trigger the first flag.

After you defeat Yzak, he'll recover some HP, cast Valor and attack the 
Archangel. This will prompt Kira to go Seed mode for the first time, and he'll 
take out Yzak (giving him his scar in the process). 

Remember to give yourself enough time to take out both battleships. Its not 
difficult by any means, but the Nazca Class does have 27,000 HP, so don't get 
caught without enough people to kill it.

After all the ZAFT forces are destroyed, the escape shuttle event from Seed 
happens, and the stage ends.

+++++++++++++++++++++++++
Scenario 20 - Earth Route
+++++++++++++++++++++++++

Allied
  Archangel (Murrue)
  12 Squads

Allied Reinforcements (Turn 2)
  Launcher Strike Gundam (Kira)

Allied Reinforcements (X enemy squads destroyed)
  Albion
  GM Custom (Monsha)
    - GP-03s (Kou)
    - GM Cannon II (Keith)
  GM Custom (Burning)
    - GM Custom (Bates)

    - GM Cannon II (Adel)

Enemy

  Lesseps (Bartfeld)
  DINN x8 (One Squad: Analyzer)
    - DINN x2
  BuCUE x6
    - BuCUE x2

Enemy Reinforcements (X enemy squads destroyed)
  DINN x3
    - DINN
  BuCUE x2
    - BuCUE

SP: Destroy the Lesseps within 6 turns

Lots of ZAFT forces between you and the Lesseps, but if it weren't that way,
it'd be no fun! So advance on up and start taking out the DINN's and BuCUE's.
The Archangel will be unable to move for the first part of the stage as well.

The DINNs and BuCUEs have S ranks in their respective terrains, so they are 
going to be unusually dodgy and accurate, so make free use of spirits to get 
yourself through this.

On turn 2 Kira will deploy in Launcher Strike, and go immediately to 140 Will.
Keep advancing towards the Lesseps, the mesa in the middle of the map 
effectively blocks land based units, so you'll need to send them around the
sides while your flying squads head up there to take out the BuCUE's and get
to the Lesseps.


After a certain number of squads are destroyed, the Lesseps will advance and 
fall into a trap set by Cagalli. More DINNs and BuCUEs will arrive, but along 
with them will come the Albion and its squad. Once the Lesseps is destroyed, a
couple of Protodevilin show up...and then promptly vanish. End Scenario.

Receive
  GP-01GB Gundam Zephyranthes
  Thruster Module
  Dust Filter
  Screw Module


+++++++++++++++++++++++++
Scenario 21 - Earth Route
+++++++++++++++++++++++++

Part 1

Allied

  VF-17D (Gamlin)
  VF-17S (Kinryu)
  VF-17D (Physica)

Allied Reinforcements (Turn 2)
  VF-1J Super Valkyrie FAST (Milia)

Allied Reinforcements (Turn 3)
  Archangel (Murrue)
  14 Squads  Diamond force combines into a single squad

Allied Reinforcements (Turn 4)
  LaGOWE (Bartfeld)
  BuCUE (Dacosta)
  Sky Grasper (Cagalli)

Enemy
  Gigile's Flagship (Gigile)
  Varauta x2
  Fz-109F x3 (One squad: Magnetic Coating)
    - Fz-109A x2
  Fz-109A x6
    - Fz-109A

There are two ways to complete this mission, the easy way and the hard way. 
The easy way is to just do as normal and kick the Protodevilin across the map.
The hard way is to fulfill conditions for 2 secrets.

Despite what it may look like at first, City 7 isn't a unit, it?s a terrain 
feature, so it can't move. Starting out you just have the three VF-17s of 
Diamond Squadron, facing a fair number of Protodevilin. Do not kill any 
enemies using Diamond squad, just weaken them. On turn two start moving the 
Diamond squad towards the eastern plateau. 

On Turn 2, Milia will sortie in her VF-1J, equipped with a FAST pack.

SECRET ALERT: If you want to keep this unit she has to score 10 kills during 
this mission, so keep that in mind.

On turn 3 the Archangel will arrive and you can deploy your team. If you are 
going for the secrets there is no real need to deploy everyone, since you'll 
be loading them right back into the Archangel. If you do not want the secrets 
go ahead and deploy a full 14 squads. The sand will hamper ground squad 
movement, but you should have plenty of time to get to the enemies

Then on turn 4 you get even more reinforcements! Andrew Bartfeld and Dacosta 
sortie in the LaGOWE and a BuCUE, while Cagalli sorties in the second Sky 
Grasper.


SECRET ALERT: If you want to get Bartfeld's LaGOWE later on in the game, he 
and Dacosta must get a combined 10 kills, and both must survive the stage.

If Milia has gotten her ten kills, move her back out of the way and bring up 
Bartfeld and Dacosta.

Keep in mind that there are only 21 grunts on this stage, so if you want both 
secrets you will have to be very careful and not let Diamond Force or the rest 
of you reinforcements get kills. The best way to do this is to immediately 
load everyone back in the Archangel and leave it way out of the way. Using 
Diamond force and Milia, lead the enemies over to the plateau where Bartfeld 
and Dacosta appear. Then hopefully you can get the requirements for both 
secrets.

Once you've either destroyed Gigile's battleship, or on player turn 7, some 
events will happen and you will move to a map inside City 7.

Part 2


Allied
  VF-19 (Basara)
  VF-17D (Gamlin)
    - VF-17D (Physica)

Allied Reinforcements (Gigile attacked)
  6 Squads

Enemy
  Bz-109F (Gigile)
    - Bz-109F x2
  Sivil (Sivil)
  Bz-109A x5 (One Squad: Biosensor)
    - Bz-109F

SP: Defeat Gigile before he reaches Sivil

You start off with a controllable Basara and the two remaining members of 

Diamond Squad. You face Gigile, Sivil and a number of Bz-109s. Basara can 
force enemies to retreat by lowering their will using his song attacks. Once 
their Will reaches 90 or below they will retreat, and it counts as a kill for 
Basara. Use Basara and Diamond squad to make your way over to Gigile before he 
can reach Sivil.


After you attack Gigile's squad, you will be given the chance to send six 
reinforcement squads into City 7 to help out.

Once Gigile is destroyed, Basara will go and chase Sivil off and the scenario 
will end.

Receive
  VF-1J Super Valkyrie FAST (if requirements met)
  VF-17S Nightmare Milia Custom

+++++++++++++++++++++++++
Scenario 22 - Earth Route
+++++++++++++++++++++++++

Allied
  Archangel (Murrue)
  14 Squads

Enemy
  Lesseps (Bartfeld) (A-Adapter)
  Duel Gundam Assault Shroud (Yzak) (Hybrid Armor)
    - BuCUE x2
  Buster Gundam (Dearka) (Multisensor)
    - BuCUE x2
  DINN x8 (One squad: Apogee Motor)
     - DINN x2
  BuCUE x8
    - BuCUE x2

Enemy Reinforcements
  LaGOWE (Bartfeld) (Custom OS)
    - BuCUE x2

SP: Destroy the Lesseps within 5 turns.

Back to fighting ZAFT, once again you'll face a horde of DINNs and BuCUEs, 
with their obnoxiously high hit and evade rates. Make good use of focus to 
keep your units safe. Once again the Skill Point is to kill the Lesseps within 
a certain amount of time, keep this in mind as you move out.

The DINN's are the most dangerous, due to their ALL attack, however the BuCUEs 
nearest the Lesseps will have very high hit and evade, from Bartfeld's level 4 
Command aura. After a few turns you may wish to cast Disturbance, to help 
level the playing field a bit. Elmer should have enough SP to cast it twice.

After the Lesseps is destroyed, Bartfeld will sortie in his LaGOWE and your 
objective is now to destroy it.

SECRET ALERT: Kira must land the finishing blow on the LaGOWE.


After the LaGOWE is destroyed, the scenario ends.

+++++++++++++++++++++++++
Scenario 23 - Earth Route
+++++++++++++++++++++++++

Allied
  YF-19 (Isamu)
  YF-21 (Guld)

Allied Reinforcements (Initial GhostX-9s destroyed)
  Archangel (Murrue)

  12 Squads
  YF-21 enters YF-19's squad
 
Allied Reinforcements (Turn 6)
  Macross 7 (Max)
  VF-19 (Basara)


Enemy
  Ghost X9 x2
  GINN x3 (One squad: Chobham Armor)
    - GINN x2
  CGUE x2
    - GINN x2
  BuCUE x4
    - BuCUE x2
  DINN x4
    - DINN x2

Enemy Reinforcements (Initial GhostX-9s destroyed)
  GhostX-9 x6
    - GhostX-9

Enemy Reinforcements (Turn 6)
  Sivil
  Gigile's Flagship (Gigile)
    - Fz-109F x2

  Fz-109F x3
    - Fz-109A x2
  Fz-109A x6
    - Fz-109A x2

Neutral
  Macross 7

SP: Clear map within 9 turns

Wow, this is quite the scenario. Macross Plus end events as well as a large 
ZAFT army, and that?s not all. You will notice immediately that you can't use 
Spirits, this is because of Sharon Apple's song and will persist for a while. 
In the meantime your first objective is to take out the Ghost X9's. You will 
want to get Isamu and Guld's accuracy and evasion as high as possible, you may 
wish to go and equip each with a Custom OS and Multi Sensor, you should have 
two of each by now. If possible upgrade both their Valkyries by a few slots in 
Mobility, or up their evasion stat with PP. Something else to keep in mind is 
that while the Valkyries are more maneuverable in Fighter mode, some of the 
terrain in this area provides +20% to evasion and defense, as well as 10% 
HP/EN regeneration. You should check the Ghost's hit rates on Isamu and Guld 
both in the air and while standing on one of these tiles, to see which will 
provide the better setup for you.

After you defeat the initial two Ghosts, a bunch more will appear and trigger 
an event that causes Isamu and Guld to learn the Double T-LIN...I mean Double 
Pinpoint Barrier Punch Combo attack. At this point the Archangel arrives with 
your reinforcements...but you still can't cast Spirits. Additionally, all your 
pilots will be at 90 Will instead of 100, so keep in mind that AT Fields won't 

activate until you make it back to 100.

At this point the ZAFT forces will begin to advance on you, so you don't have 
to worry about going up there to meet them.

At the beginning of turn 6 Max will finally take his ship back from the 
Macross Plus guy, and then Basara will arrive and override INFORMATION HIGH 
with HOLY LONELY LIGHT, giving you your spirits back. This prompts a group of 
Protodevilin along with Sivil to show up. Your objective now is to hit Sivil 
with one of Basara's song attacks, doing this will end the stage, so take out 
as many enemies as possible first.


Basara will have horrible hit rates on Sivil, even if you cast Focus, so to 
avoid having to reset constantly, have Rei cast Attune on him, after you drive 
off Sivil the scenario ends.

Receive:
  OVA Croquette x3
  Cutnalyzer x2
  Cost Down

+++++++++++++++
End Route Split
+++++++++++++++

At this point the Earth and Space routes join back up, and you will have your 
entire team available again, plus whatever new units and characters arrived 
during the route splits.

+++++++++++
Scenario 24
+++++++++++

Allied
  Daimos (Kazuya)
    - Galva FX-II (Kyoushiruu)
  Voltes V (Ken'ichi)
  Talgeese III (Milliardo)
    - Taurus (Noin)

Allied Reinforcements (Turn after enemy reinforcements)
  2 Battleships
  14 Squads
  VF-19 Custom Fire Valkyrie F (Basara)
    - VF-11MAXL Custom F (Mylene)
    - VF-17T Custom Valkyrie F (Ray)

Enemy
  Haggai (Magnetic Coating)
  Esrim
  Joelah x2
    - Joelah
  Megillot x2
    - Megillot

Enemy Reinforcements (Initial Enemy Force destroyed)
  Haggai x2
    - Megillot Ach x2
  Esrim x3 (One squad: Biosensor)
    - Megillot Ach x2
  Megillot Ach x2
    - Megillot Ach
  Megillot x3
    - Megillot
  Joelah Ach x2
    - Joelah Ach
  Joelah x3
    - Joelah

Enemy Reinforcements (X Enemy destroyed)
  Varuch Ishar (Spectra) (Megabooster)
  Varuch Ben x2
    - Varuch Ben x2

SP: Clear map within three turns

Back to the basics here, three squads versus a few Balmar scrubs, you should 
know the drill by now. 

After you clear out the initial set of enemies and get the Skill Point, a 
bunch more Balmar units will appear off to the east, so head over and 
intercept them. On the turn after the enemy reinforcements appear, the Alpha 
Numbers will arrive. Along with Basara, Mylene and Ray in their new custom 
Sound Force Valkyries. After you destroy a few of the enemy reinforcements, 
more enemies will appear to the north, including your main character's rival.

Send some of your reinforcements up to deal with your Rival, while the rest 
head down to clear out the earlier arrivals. Just use standard tactics to wipe 
out all the Balmar forces and once they are all gone, the scenario will end.

Receive:
  Minovski Craft
  Thruster Module
  Dust Filter
  Screw Module


+++++++++++
Scenario 25
+++++++++++

Allied:
  Archangel (Murrue)
  Battle 7 (Max)
  Solo Ship (Bes)
  Daiku Maryu (Pete)

  16 Squads

Enemy
  Hermodr Echad (Ephesus)
  Varuch Ishar (Spectra) (Bio Computer)
  Huleh x2  Haggai x2
    - Esrim x2
  Haggai x2
    - Megillot Ach x2
  Esrim x7 (One squad: Chobham Armor)
    - Megillot Ach x2
  Varuch Ben x2
    - Varuch Ben x2
  Megillot Ben x2
    - Megillot Ach x2
  Megillot Ben x2
    - Megillot Ben
  Joelah Ben x2
    - Joelah Ach x2
  Joelah Ben x2
    - Joelah Ben

Enemy Reinforcements (Hermodr Echad reduced to 80,000 HP)
  Zehirut Eved (Ephesus) (Haro)
 
SP: Clear Map within 8 turns
Wow, now this is quite the mission, 16 squads and 4 battleships against a 
veritable horde of Balmar, led by Ephesus Judecca Gozzo in his Hermodr Echad, 
along with your main character's designated rival.


A note about the Sound Force, while its tempting to lump them all together 
into a single squad, you probably will want to put Basara and Mylene into 
separate squads, that way you can cast twice as many songs. Plus if you put 
attackers into the other slots you can always have someone around to take over 
regular attacking duties if necessary, just something to keep in mind.

Anyway, back to the battle at hand, to start off you may want to divide your 
forces more or less in half and send one group down each flank. Keep in mind 
that the middle island of buildings provides HP and EN regen, so you can 
always take advantage of that if necessary. Your rival will make a beeline for 
your main character, so you generally don't have to worry about that. The 
Hermodr Echad won't move, so you can ignore it as long as you stay out of its 
range. Also, it and the two Huleh's have HP regen, so don't bother counter 
attacking if they attack you, any damage you do will just be regenerated.

After you reduce the Hermodr Echad to 80,000 HP, an event will occur and 
Ephesus will launch in his Zehirut Eved. It has 75,000 HP and you must destroy 
it. Hopefully you still have enough turns left. Once its destroyed the battle 
ends.

Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Cutnalyzer x2

+++++++++++
Scenario 26
+++++++++++

Allied
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Temjin 747J (Chief)
    - Fei-Yen the Knight (Fei-Yin)
    - Apharmd the Hatter (The Hatter)
  12 Squads

Enemy
  STMC Battleship
  STMC Bug x14
    - STMC Bug x2

SP: Clear map within 3 turns.

You start out with your team facing the Crossgate, before anything else 
happens it activates and out comes three highly unusual units. While your team 
and the new arrivals try to hammer out just what is going on, the Crossgate 
activates again and spits out a bunch of STMC. This isn't good. For the skill 
point you need to defeat all the STMC within 3 turns. That is the entire 
objective for this mission, so don't bother trying to conserve SP or EN or 
anything, just hit them hard and fast.

The bugs are surprisingly dodgy, so you many have to cast Strike to hit them, 
but they aren't to hard to avoid. The battleship is easy to hit, but hits back 
decently hard. Only the Battleship has an ALL attack, so your squad members 
should be pretty safe most of the time.

Once all the STMC are dead, the scenario ends.

Receive
  Key to Victory
  Super Repair Kit x2
  OVA Croquet x2
  Andromeda Yaki x2

+++++++++++
Scenario 27
+++++++++++

Part 1

Allied
  Battle 7 (Max)
  Archangel (Murrue)
  Soloship (Bes)
  Daikuu Maryu (Pete)
  GaoGaiGar (Gai)
  15 Squads

Enemy
  Kondo Bau
    - Fz-109A
    - Zubanza
  Esrim
    - Niberugen
    - Debiza
  Dorion
    - Detsuka Bau
    - Rick Dom II
  Fz-109A
    - Gelgoog Marine
    - Sanringa
  Doven Wolf
    - Megillot Ach
    - Kabutanga
  Aiai
    - Magnum
    - Geara Doga
  Zubanza    - Kabutanga
    - Detsuka Bau
  Geara Doga
    - Esrim
    - Zei Fars
  Dorion
    - Megillot Ach
    - Fz-109A
  Joelah
    - Dari
    - Death Spider
  Zei Fars
    - Megillot Ach
    - Tesura
  Magnum
    - Debiza
    - Gelgoog Marine
  Megillot Ach
    - Doven Wolf
    - Gelgoog Marine
  Death Spider
    - Sanringa
    - Tesura
  Rick Dom II

    - Dari
    - Joelah
  Niberugen
    - Kondo Bau
    - Aiai

Enemy Reinforcements (X Enemies destroyed)
  Kabutanga
    - Fz-109A
    - Aiai
  Detsuka Bau
    - Esrim
    - Gelgoog Marine
  Megillot Ach
    - Dorion
    - Geara Doga
  Rick Dom II
    - Death Spider
    - Fz-109A
  Dari
    - Detsuka Bau
    - Zubanza

Your four ships get warped into a desolate dimension and are surrounded by a 
very random assortment of Zonder controlled enemies. Keep in mind that while 
GaoGaiGar is event deployed, you can add units to his squad anyway, so you may 
want to put Goldymarg at least into the squad with him.

The SP requirement isn't immediately visible, so just start taking out the 
Zonderized enemies as per normal. Nothing here is a particularly huge threat 
to your units. 

After you destroy a certain number of units, some reinforcements will arrive.

After all the Zonders are dead, part 1 of this scenario comes to an end.

Part 2

Allied  
  Battle 7 (Max)
  Archangel (Murrue)
  Soloship (Bes)
  Daikuu Maryu (Pete)
  Star GaoGaiGar (Gai)
  King J-Der (J)
  15 Squads

Enemy
  ZX-07 (New Ultra Alloy Z)
    - EI-20
    - EI-20

  ZX-16 (High Performance Targeting Device)
    - EI-07

    - EI-15
  ZX-19 (Psycoframe)
    - EI-07
    - EI-15
  ZX-26 (I Field Barrier)
    - EI-07
    - EI-15
  Primeval x11
    - EI-02
    - EI-05

Enemy Reinforcements (All enemies destroyed)
  Z Master (Large Generator)

SP: Achieve Winning Condition within 7 turns

Keep in mind that if you want to put other units in GaoGaiGar's squad you need 
to do it again at the second deployment screen. You are probably going to want 
Goldymarg at least.

Facing all the Primevals this time, several of which have fused with Jupiter's 
moons, as an additional complication everyone starts with half HP, EN and SP. 
At any rate, move on up and start taking out the regular Primevals. They 
really aren't all that threatening, but watch out for some of your weaker 
squadmates. Feel free to use up you SP as you see fit. 

After you have defeated 9 of the Primevals, an event will occur with Leo 
Shishio, Gai will attack ZX-07 and then your entire team will be infused with 
ZA POWAA, bringing everyone to 300(!!) Will and restoring all HP, EN and SP, 
and all special abilities (Mazin Power, SEED, Zero System, etc) will all 
activate as well. At this point you are pretty much set to wail on the 

remaining primevals. The four who fused with moons are more dangerous than the 
others, but not incredibly so. And you should have more than enough SP to beat 
them up with valored attacks in no time flat. Make sure to cast Cheer and 
Bless before you kill the big ones, they are worth a good amount of money and 
EXP. Killing all the Primevals within 7 turns will win you the Skill Point

After you defeat all the Primevals, the Z Master appears. You must defeat the 
Z Master in five turns or its game over. You should still have plenty of SP 
left, so move everyone up and start wailing on him. After Z Master attacks one 
of your units, you will be shown scenes of the Zonders overrunning Earth, and 
then...SKILL!

MOTTO MOTTO!

Definitely make sure you have Bless/Luck cast when you deal the final blow to 
the Z Master, its worth 40,000 credits that way. Once you've killed Z Master 
the scenario will end.


+++++++++++
Scenario 28
+++++++++++

Allied
  Galleon (Galleon)

Allied Reinforcements (Turn 2)
  Daikuu Maryu (Pete)
  8 Squads
Allied Reinforcements (Turn 3)

  Star GaoGaiGar (Gai)

Allied Reinforcements (Zonuda Robo Defeated)
  Soleares (Selena)

Allied reinforcements (X Varuch Bens destroyed)
  R-GUN Powered (Viletta)
  DyGenGuar (Sanger)
  Aussenseiter (Ratsel)
  R-Blade Kai (Ryusei)

Enemy
  Zonuda Robo (New Machine Species) (GS-Ride)

Enemy Reinforcements (Zonuda Robo Defeated)
  Varuch Ishar (Spectra)
  Varuch Baal (Calico)
  Bemidban (Baran Doban)
  Shin Ryuouki (Son Ganlong)
  Devariim (Ace)
  Varuch Ben x10


SP: Achieve Winning Condition within 5 turns

Well, you start with Galleon going up against the Zonuda creature that Mikoto 
turned into. You can't really do much, but you can attempt an attack if you 
wish. At any rate, on turn 2 Daikuu Maryu will arrive and you can deploy 
reinforcements, all eight squads of them, so choose wisely. You should note 
that Both GaoGaiGar and your main character are red event squads, so you can't 
add anyone to them, also there will be several sets of units unavailable, most 
notably all Macross units, Ideon and all GaoGaiGar units.


Go ahead and advance everyone up towards Galeon and Zonuda and prepare for an 
interesting fight. Due to Zonuda's abilities, everytime a squad attacks her it 
will be removed from battle, the exception being GaoGaiGar, but each time Gai 
attacks he'll lose one part, represented by one of the Yuusha Robos, he can 
attack up to six times. If Zonuda isn't dead by that time then you lose. So 
prepare well and don't skimp on the spirits. Spirit (+10 Will) and Drive (if 
you have it yet) are especially useful in this battle. Don't worry about 
defense too much, since after each attack that squad will leave anyway.

It may sound like a huge challenge, but it's really not that bad. Multipilot 
units are highly recommended due to the increased spell banks. Both the Getter 
and Dancouga teams are easily able to bring themselves to a high enough Will 
level to use their strongest attacks and have enough left over to cast Strike 
and Valor. And of course try to cast Bless/Luck and Cheer/Gain before 
destroying Zonuda, she's worth even more money than the Z Master was.

After an incredibly touching scene between Gai and Mikoto the scen...wait the 
scenario isn't over?

Irui was watching the events and the Balmar have found her, a whole bunch of 
Varuch Ben's, plus every possible Rival character arrive. This prompts your 
main character to sortie and pump up to 120 Will. If any of your initial 8 
squads are still around, move them down towards the Balmar forces to help your 
lead out.

After you destroy several Varuch Ben's, Spectra will advance and attack Selena. 
They'll reduce each other's HP to about 1/4, then Calico will advance and 
attack Selena, reducing her to 1 HP. At this point, Viletta will show up in 
the R-GUN Powered and take off half of Calico's HP, following this you get 
more backup in the form of Sanger, Ratsel and Ryusei. After even more events, 

the five Balmar leaders leave, leaving the Varuch Bens for you to play with 
for a bit. And once they are done with the scenario finally ends.

+++++++++++
Scenario 29
+++++++++++

Allied
  Archangel (Murru)
  Daikuu Maryu (Pete)
  13 Squads

Allied Reinforcements (Turn 3)
  GaoFighGar
  AnRyu
    - KouRyu

Allied Reinforcements (KouRyu/AnRyu attacks enemy)
  TenRyuJin (replaces KouRyu/AnRyu)

Enemy

  Aegis Gundam (Athrun) (Pink Haro)
    - BuCUE x2
  Blitz Gundam (Nicol) (Biosensor)
    - BuCUE x2
  Duel Gundam Assault Shroud (Yzak) (Chobam Armor)
    - BuCUE x2
  Buster Gundam (Dearka) (Dual Sensor)
    - BuCUE x2
  BuCUE x4
    - BuCUE x2
  DINN x4
    - DINN x2
  GhostX-9 x6
    - GhostX-9

Enemy Reinforcements (Turn 3)
  DINN x3
    - DINN
  GhostX-9 x2

SP: Clear Map within 6 turns

Been a while, but here's the ZAFT forces once again. Starts out pretty 
standard, don't forget that the Gundams have Phase Shift, so only the Beam 
attacks on your Gundam units will do full damage.
Secret Alert: If you want the Strike Rouge IWSP, Cagalli will need to have 
more than 30 kills by the end of this stage.

The enemies here are incredibly dodgy, even with Focus you will generally have 
very low hit rates on all of them, so the usage of Strike and Sense is highly 
recommended. Also, watch out for the DINN's ALL attack, it can be used after 

movement and is remarkably accurate.

On Turn 3 some more enemies will show up near your immobile battleships, this 
will prompt the appearance of the Ra Kailum along with KouRyu and AnRyu. Gai 
will then launch for the first time as GaoFighGar. After KouRyu or AnRyu 
attack an enemy they'll combine into TenRyuJin.

After Aegis's HP is reduced to zero, there will be an event between Athrun and 
Cagalli, then once all enemies are defeated there will be another event and 
the scenario will end.

Receive
  OVA Croquet x2


+++++++++++
Route Split
+++++++++++

Time for yet another Route Split. Once again Earth Route is on top, Space 
Route is on the bottom.

Earth Route Units:

Space Route Units:
Battle 7
Daikuu Maryu
Getter Team
GaoGaiGar Units
Macross Units
Voltes V
Gaiking Units
Reideen Units
Goshogun
Virtualoids
SRX Team

+++++++++++++++++++++++++ 
Scenario 30 - Space Route
+++++++++++++++++++++++++

Allied
  VF-1S Super Valkyrie (Fokker)
  VF-1S Super Valkyrie (Hikaru)
  VF-1A Super Valkyrie (Kakizaki)

Allied Reinforcements (Turn 3)
  Battle 7 (Max)
  Daikuu Maryu (Pete)
  VF-19 Fire Valkyrie (Basara)
    - VF-11MAXL Custom (Mylene)
    - VF-17 Nightmare Custom (Ray)

  VF-17D Nightmare (Gamlin)
    - VF-17D Nightmare (Physica)

Enemy
  FBz-99G (Gavil) (Minmei Disk)
    - Fz-109F x2
  Gravil (Grabil) (Analyzer)
  Fz-109F x5
    - Fz-109A x2
  Az-130A x4
    - Fz-109A x2

SP: Destroy Gavil and Grabil within 6 turns, destroy Grabil before Gavil

Ok, just to make things clear, Grabil is the ugly Protodevilin who MAPed all 
those Valkyries and the SDF. Gavil is the fruity looking one in the Fbz-99G.

Start out by using Skull Squadron to take out some of the Fz-109's, you're 
basically just killing time for now. You shouldn't have any real trouble, just 
make sure either Roy or Hikaru is leading and they have Focus cast.


On turn 3 your reinforcements will finally show up and you can finally really 
get to work. If you've attacked Grabil you will have noticed that your attacks 
do very little damage to him, you are going to need to attack him with the 
Sound Force, who's song based attacks will do full damage to Protodevilin. You 
can also make it so anyone can do full damage buy reducing them below 100 Will.

Anyway, clear out all the grunt units and then focus on Grabil and Gavil. If 
anyone has managed to learn Exhaust by now you may be able to lower Grabil's 
Will enough to negate his damage reduction, if not just hit him as hard as you 
can with everyone, using Valor when possible. And watch out for his MAP weapon, 
its not nearly as bad as some you've encountered, but is still dangerous, 
especially for your squadmates. 

Once Grabil is down, Gavil will fall easily, his FBz-99G is nothing compared to 
what you've been facing. Anyway, afterwards Kakizaki goes and gets his 
worthless ass Spiritia drained, then there's an event involving City 7 that 
leaves Battle 7 and Daikuu Maryu all alone in space.

+++++++++++++++++++++++++
Scenario 31 - Space Route
+++++++++++++++++++++++++

Part 1

Allied
  8 Squads

Allied Reinforcements (Turn 2)
  VF-19 Custom Fire Valkyrie (Basara)
  VF-17D Nightmare (Gamlin)
  VF-11MAXL Custom Valkyrie (Mylene)
    - VF-17T Custom Nightmare (Ray)
  VF-17D Nightmare (Physica)

Enemy
  Fz-109A x8
    - Fz-109A

Enemy Reinforcements (Turn 2)
  Fz-109A x4

SP:


Basic setup, you have 8 squads vs 8 squads. Which means it totally isn't fair 
for them, and you should expect trouble later. Regardless, what you start with 
is what you have, so go ahead and advance your way up. Remember that once
again, City 7 is a terrain feature, not a unit, so you can't control it at all. 
You also start out not knowing the SP requirement.

At the beginning of turn 2 some events occur, City 7 moves to the edge of the 
map and both you and the Protodevilin get a few reinforcements. Still no major 
changes though. Once you defeat all the enemies, another event will occur and 
its on to part 2...

Part 2

Allied
  Battle 7 (Max)
  Daikuu Maryu (Pete)
  VF-19 Custom Fire Valkyrie (Basara)
    - VF-11MAXL Custom Valkyrie (Mylene)
    - VF-17T Custom Nightmare (Ray)
  VF-17D Nightmare (Gamlin)

    - VF-17D Nightmare (Physica)
  8 Squads

Enemy 
  Geppernich's Flaship (Geppernich)
  Varauta Battleship x3
  Varauta Assault ship x 5
  Grabil (Grabil)
  FBz-99G (Gavil) (Biosensor)
    - Az-130A x2
  Az-130A x4
    - Fz-109A x2
  Fz-109F x5
    - Fz-109A x2

Neutral Reinforcements (Turn 5)
  Haggai x3
    - Haggai x2
  Esrim x4
    - Esrim x2

SP: Reduce Geppernich's flagship to 50,000 HP within 7 turns.

And now its time for the main event, your goal is to get to Geppernich and beat 
the crap out of his battleship, but first you have to get through a bunch of 
his lackeys.

The Fz-109's are pretty harmless at this point, but the Az-130s actually have 
good hit and dodge rates, so you may want to use your best dodgers and hitters 
*cough*Virtualoids*cough* against them. Both Basara and Gamlin will have 
trouble hitting and avoiding them if they haven't been heavily upgraded. Gavil 
and Grabil are both exactly the same as in the previous scenario, so Gavil is 
cake, while Grabil has the resistance problem, but its not insurmountable at 
all.

On Turn 3 the assault ships will advance downwards towards you, but this isn't 
a particularly big problem, just focus on killing off the fighters while you 
prepare to take out Grabil. Once again, don't let yourself get bunched up in 
front of Grabil, he WILL use his MAP attack on you if you give him a good 
opportunity, so make him top priority as soon as you are in range.

On turn 5, a group of Balmar led by a mysterious woman will enter, however the 
woman leaves after taking a few shots at Geppernich's battleship. The Balmar 
units come in as Blue NPCs, thus they are on your side, but you can't control 
them.

Geppernich has about 180,000 HP, but isn't too threatening otherwise, nothing 
on the level of what you've fought previously. Just use your best attacks and 
smack him down to 50,000. After you bring Geppernich below 50,000 several 
events occur and the scenario ends.

Receive
  Destroid Monster (If you get the Skill Point)

+++++++++++++++++++++++++
Scenario 32 - Space Route
+++++++++++++++++++++++++

Allied
  Battle 7 (Max)
  Daikuu Maryu (Pete)
  VF-11MAXL Custom Valkyrie (Mylene)
    - VF-17T Custom Nightmare (Ray)
  VF-17S Nightmare (Gamlin)

    - VF-17D Nightmare (Docker)
    - VF-17D Nightmare (Physica)
  8 Squads

Allied Reinforcements (Turn 3)
  VF-19 Custom Fire Valkyrie (Basara)

Allied Reinforcements (Valgo defeated)
  Solo Ship (Bes)
  Ideon (Ideon)


Enemy
  Valgo (Valgo)
  Az-130A x3
    - Fz-109A x2
  Fz-109F x4
    - Fz-109A x2
  Fz-109A x5
    - Fz-109A x2
 
Enemy Reinforcements (Turn 3)
  Grabil (Grabil)
  FBz-99G (Gavil) (Custom OS)

Enemy Reinforcements (Valgo defeated)
  Ganga Rubu (Gije) (Linear Seat)
    - Kondo Bau x2
  Zug Matsuku x4 (One Squad: Booster)
    - Kondo Bau x2
  Kondo Bau x5
    - Kondo Bau x2

SP: Defeat Valgo within 6 turns

More Protodevilin. Yay. At any rate, standard Fz-109s here, plus a new 
Protodevilin to defeat, Valgo, nothing new here, just go beat up some 
Ergazorns. The terrain on this map is somewhat restrictive, so make sure you
have some flying squads available.

On Turn 3 Gavil and Grabil will arrive, followed immediately thereafter by 
Basara, who for some reason can't use Spirit Commands. Upon attacking Grabil or
Gavil, an event occurs with Basara and the Sound force, which culminates in the
launching of the Sound Boosters for their Valkyries. This vastly increases your
selection of Song Attacks, as well as making the MAP versions of them 

available.

The newly increased power of the Sound Force makes Grabil retreat, just leaving
Gavil and Valgo. Gavil's a joke, so Valgo's the only one you have to worry 
about.

The new song attacks are very effective against Valgo, but the Sound Force 
can't beat him alone. The most effective way of destroying him is to use a 
Valored MAP Totsugeki Love Heart to increase the Will of all your units at once,
and then go nuts on him with your most powerful attacks.

After Valgo is destroyed, a Crossgate appears and out comes Ideon, the Solo 
Ship and a bunch of Buff Clan goons. So now you've got to turn around and deal
with them. The Ideon starts with a full Ide gage however, so that's something 
at least.


As a whole the Buff Clan isn't too dangerous, only Gije could possibly cause a 
problem, but he's really nothing compared to the Protodevilin you just dealt 
with.

Once all the Buff Clan are destroyed, the Scenario ends...well, first the 
Mysterious Balmar lady has to get a few mysterious chuckles in...

+++++++++++++++++++++++++ 
Scenario 33 - Space Route
+++++++++++++++++++++++++

Allied
  Battle 7 (Max)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Reideen (Akira)
    - Bluegar (Chikara)
  8 Squads

Enemy
  Grabil
  Valgo (Valgo)
  Az-130A x3
    - Fz-109A x2
  Fz-109F x4
    - Fz-109A x2
  Fz-109A x6
    - Fz-109A x2

Enemy Reinforcements (Turn 2)
  Gabura Zan (Daram) (Analyzer ++)
  Gataman Zan x2
  Ganga Rubu (Gije) (Multi-sensor)

    - Kondo Bau x2
  Ganga Rubu x2
    - Kondo Bau x2
  Zug Matsuku x4
    - Kondo Bau x2

Enemy Reinforcements (Turn 2 Enemy Phase) 
  Jumorah (Etzira) (Mega Generator)
  Huleh 
  Haggai x4
    - Megillot Ach x2
  Esrim Ach x6
    - Esrim x2


SP: Within 8 turns destroy the Gabura Zan, Gije's Ganga Rube, Etzira's Jumorah,
    Valgo and Grabil

You start out in a very similar situation to the previous scenario, only now 
Grabil's along from the beginning. First thing you should do is divide up your 
forces. Send the faster ones down to meet the Protodevilin, but leave some of 
the slower squads behind in the general starting area, along with one of the 
battleships, preferably one with a Command Aura.

At any rate, your forces going to meet the Protodevilin will encounter the 
standard issues, the only real reason they are a threat is because of the 
Spiritia Drain attack.

On turn 2 you'll discover why you left some units behind, Buff Clan forces will
appear in the NW corner of the map. However you still don't have the SP 
condition visible, which means more complications to come...

Continue your assault on both the Protodevilin and the Buff Clan and at some 
point during turn 2 (probably on the enemy phase) the final shoe will drop, 
when a group of Balmar led by Etzira will appear on the other side of the map,
she will bombard the Solo Ship, immobilizing it. This also triggers a series of
events involving Geppernich. This also gives you your SP condition, which is 
essentially to defeat all the named enemy characters within 8 turns.

From this point onwards, every time a certain number of squads are destroyed,
more Protodevilin fighters will spawn. This is theoretically infinite if you
keep destroying them on enemy phase. This will continue until Turn 9.
 
After a certain amount of time, or if you defeat him, Grabil will attack 
Reideen, prompting a series of events that ends in Grabil getting GOD VOICEd.
The scenario doesn't end once the skill point is achieved; you still have 
endless waves of Protodevilin to deal with, along with any remaining Balmar 
troops. Try to take out as many as possible in the time you have. If you can 
set it up right, Battle 7's Macross Cannon MAP attack and Reideen's God Voice 
MAP can be very profitable when paired with Bless. Ideon Sword MAP as well, but
its much harder to setup properly.

Once you reach turn 9 there will be a series of events involving Basara, Sivil,
Gigile and the other Protodevilin and then the scenario will end.

Receive
  Cartridge x2
  Propellant Tank x2
  Repair Kit x2

++++++++++++++++++++++
Character Route Splits
++++++++++++++++++++++ 
 
At this point there is a brief route split depending on who your main character
is, which will culminate in them receiving an upgrade to their machine.

++++++++++++++++++++
Scenario 34 - Selena
++++++++++++++++++++

Allied
  Soleares - Selena

Allied Reinforcements (Luria Defeated)
  Ra Kailum (Bright)
  Vegalion (Sleigh) (Forms a squad with Selena)
  10 Squads

Allied Reinforcements (Shin Ryuouki reduced below Half HP)
  Altairlion (Ibis)

Enemy
  Shemuel - Luria (Analyzer ++)

Enemy Reinforcements (Luria defeated)
  Shin Ryuouki (Son Ganlong) (Hyper Jammer)
  Bemidban (Baran Doban)
  Varuch Ben x2
    - Varuch Ben x2
  Haggai x3
    - Haggai x2
  Esrim Ach x4
    - Esrim Ach x2

SP: Bemidban and Shin Ryuouki defeated (Bemidban and Shin Ryuouki retreat at
    12,000 HP.
 
Starting out with Selena vs Luria, which isn't much of a challenge for you, 
especially if you've been upgrading Soleares, after Luria is defeated 
reinforcements for both sides show up and you get your Skill Point condition.
The Skill Point requires you to take out both the Bemidban and Shin Ryuouki,
this is likely the first time you've had to confront either one.

By turn 3 Son Ganlong will advance, he's easily the most dangerous of the two,
so be careful. Shin Ryuouki has 20% HP regen, so don't bother attacking unless
you plan to finish him off in a single round.

After Shin Ryuouki has been reduced below half HP, there will be a series of
events involving Selena, Sleigh and Spectra, which ultimately result in the
destruction of the Soleares and Vegalion, the disappearance of Selena and
Spectra and the arrival of Ibis and Tsugumi in the Altairlion. Continue beating
up the Balmar, taking out Shin Ryuouki and the Bemidban as you can.

Once they are both defeated the scenario comes to an end.


++++++++++++++++++++
Scenario 35 - Selena
++++++++++++++++++++

At the beginning of this scenario you are presented with a choice: 
"Completely refuse the offer." 
"Refuse the offer and declare war."
 
I don't believe it makes much of a difference which you choose, but I'll be 
going with the second choice for now.

Allied
  Esrim - Selena

Allied Reinforcements
  Alegrias - Selena
  Altairlion - Ibis
  One Battleship
  12 Squads

Enemy
  Bemidban (Baran Doban)
  Varuch Ishar (Spectra)
  Varuch Baal (Calico) (High Performance Targeting Device)
    - Varuch Ben x2
  Shemuel (Luria)
  Varuch Ben x3
    - Varuch Ben x2
  Haggai x3
    - Haggai x2
  Esrim Ach x4
    - Esrim x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    -Megillot Ben x2

SP: Clear map within 7 turns

The words "really unfair fight" just leap to mind at the beginning of the 
scenario, for now just dash into the nearby asteroids for cover. At first on
the Megillots, Joelahs, Luria, Baran Doban and Spectra will chase you, Calico
and the rest of the forces will stay behind. Regardless you really don't need
to be fighting these guys. 

On turn 3 Selena makes a break for it, but gets surrounded by Esrims, which are
then destroyed by the sudden appearance of a new AS, the Alegrias. Together
with Ibis and Sleigh in the Altairlion, Selena uses the Alegrias to destroy 
Spectra, Armana then returns to Baran and Luria; and the three of them leave.
The rest of your reinforcements show up at this point as well.

From here it's a pretty standard smash job, just kill everything within 7 turns
and you have the Skill Point. Calico's nothing compared with Son Ganlong or 
Baran Doban, so he'll be no trouble at all.

Once the Balmar are destroyed, the scenario ends. For now you no longer have 
the Vegalion, but Sleigh will be copiloting the Altairlion with Ibis.

+++++++++++
Scenario 36
+++++++++++

Part 1

Allied
  Two Battleships
  13 Squads

Enemy
  Rog Mak
    - Zug Matsuku
    - BuCUE
  Rog Mak
    - DINN x2
  Magnum
    - CGUE x2
  Zei Fars (Hybrid Armor)
    - Strike Dagger x2
  Gogura
    - Death Spider
    - Manmozu
  Zei Fars
    - Magnum
    - DINN
  Gogura
    - Death Spider
    - Manmozu
  DINN
    - Zug Matsuku
    - Zei Fars
  BuCUE
    - Esrim x2
  Manmozu
    - BuCUE x2
  Strike Dagger
    - Rog Mak
    - Death Spider
  Doshado (Zolmanium)
    - Zei Fars x2
  Esrim
    - Strike Dagger
  Death Spider (Chobham Armor)
    - Doshado
    - Jegan
  Zug Matsuku
    - CUGE x2
  Gogura (Super Alloy Z)
    - BuCUE x2
  Jegan
    - Rog Mak
    - Gyao

Enemy Reinforcements (6 Enemy squads destroyed)
  - Ramiel (Cost Down)
  

SP: Clear Map within 6 turns

GaoFighGar and Goldymarg go off chasing Mamoru and GaoGaiGar, so they aren't 
around for this. You've got 13 squads facing a rather ludicrous assortment of 
enemies. Things proceed as normal, at the beginning of turn two there is what 
seems to be some heated dialog between Taiga and some guy from Dancouga, but 
nothing that seems to affect your battle, so just keep on swatting the enemies.
Nothing is really dangerous, though the DINNs and BuCUE's still dodge way 
better than you'd think.


Complications arise after you kill 6 enemy squads, when the Angel Ramiel 
appears on the eastern portion of the map. 
 
SECRET ALERT: If you want the F-Type Armor for EVA Unit-01, you need to kill 
Ramiel using Shinji.

Ramiel's got an AT Field that blocks everything under 4000 damage, so you have 
to use Fury and/or Valored attacks to break through. Also, it cannot attack at 
1 range, so if you get people right up next to it they can attack without 
worrying about getting countered. 



All that being said, once you get past the AT Field, Ramiel really isn't all 
that impressive, it'll go down in just a few hits. After everything is 
destroyed the first part of the scenario comes to an end.

Part 2

Allied 
  GaoFighGar (Gai)
  Goldymarg

Enemy
  Star GaoGaiGar (Mamoru) (S-Adapter)

Starting out, its just Gai and Goldymarg vs. Mamoru, epic confrontation and all
that. Goldymarg is unmovable for now, so just go and attack Mamoru. You start 
at 150 Will, so you can start right in with HELL AND HEAVEN, you need to reduce
him down to 0, so cast Invincible and Valor on every turn, and counter with 
Hell and Heaven, as long as you have the HP to take his attack, if not then 
defend.

After you reduce Mamoru's HP to zero, there will be a series of events 
involving the 11 Masters of Sol and then the scenario will end.

Receive
  Re-GZ
  Mass Production Nu Gundam (I)
  Megarider
  Minovski Craft
  Basara's Disk
  A-Adapter
  Fin Funnels
  
If you meet the requirements
  Gundam GP02 Physalis
  Black Getter
  Nu Gundam Heavy Weapons System

+++++++++++

Scenario 37

+++++++++++

Allied
  Battle 7 (Max)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  15 Squads

Allied Reinforcements (Enemy squads reduced to 5)
  Eltreum (Tashiro)
  Gunbuster (Noriko)
    - Sizzler Black (Jung)

Allied Reinforcements (Devariim attacked)
  Bundle Battleship (Bundle)
  Kadonar Battleship (Kadonar)
  Kernagul Battleship (Kernagul)

Enemy
  Varuch Ben x4 (Analyzer, Booster, Magnetic Coating, Dual Sensor)
    - Varuch Ben x2
  Haggai Yad x2
    - Esrim x2
  Haggai x3
    - Esrim x2
  Esrim Ach x4
    - Esrim Ach x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Megillot Ben x2

Enemy Reinforcements (Enemy squads reduced to 5)
  Devariim (Ace) (Gravity Territory)
  Varuch Ben x2
    - Varuch Ben x2
 
SP: Clear map within 6 turns, saving Devariim for last.

Nothing particularly worrying to begin with, just the standard assortment of
Balmar grunts, none of their aces are around to bother you. As before, City 7
and the three GaoGaiGar ships are not units, so you don't need to worry about 
them. Regardless, nothing particularly special happens until you reduce the 
enemy to five squads. After that both you an the enemy get some reinforcements.
 
For the Balmar, Ace Gozzo in his Devariim shows up, while on your side you get
the Luxion, Gunbuster and Sizzler Black. After you attack, or get attacked by,
Devariim, more reinforcements appear for you. This time it's the former 
Goshogun villains in their battleships.

The Devariim is much less threatening than the last time you faced it, just 
don't let it MAP attack you, because those will hurt badly. Otherwise, a few 
valored attacks will take him right out. After he's defeated, a whole bunch of
reinforcements will show up, and the scenario ends.

+++++++++++
Route Split
+++++++++++ 
 
Once again its time to split up, this time you choose between going with the
Solo Ship, or going with Battle 7. Solo Ship is the top choice and Battle 7 is
the Bottom choice.


Solo Ship Route Units

  Solo Ship
  Ideon
  Archangel 
  Ra Kailum
  All Mobile Suits
  Daitarn 3
  Getter Team
  Reideen team
  GaoGaiGar Team
  EVA Units
  Banpresto Originals

Battle 7 Route Units

Receive

  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Super Repair Kit
  Key to Victory

+++++++++++++++++++++++
Scenario 38 - Solo Ship
+++++++++++++++++++++++ 

Part 1
 
Allied
  Solo Ship (Bes)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Ideon (Cosmo)
  15 Squads

Enemy
  Gataman Zan
  Garubo Jiku (Gije) (Biosensor)
    - Kondo Bau x2
  Zug Matsuku x4 (Biosensor?)
    - Kondo Bau x2
  Kondo Bau x5
    - Kondo Bau x2

Part one of this stage, no skill point for now. Just your forces against the
Buff Clan, your goal is to defeat the battleship but you may as well kill 
everything else on the way there.

Once you defeat Gije's Garubo Jiku, he will restore some HP and use a MAP 
attack on Ideon, as well as anyone in the vicinity. It's not that powerful an
attack, so don't worry too much about it.

After the Battleship has been defeated your forces make a quick escape to the
surface of the planet below.

Part 2

Allied
  Solo Ship (Bes)
  Ra Kailum (Bright)
  Archangel (Murrue)
  15 Squads

Allied Reinforcements (Turn 2)

  Ideon (Cosmo)

Enemy
  Garubo Jiku (Gije) (Chobham Armor)
    - Kondo Bau x2
  Zug Matsuku x5
    - Kondo Bau x2
  Kondo Bau x3
    - Kondo Bau x2
  Detsuka Bau x4
    - Detsuka Bau x2

Enemy Reinforcements (Gije defeated)
  Ganga Rubu (Daram) (Hybrid Armor)
    - Zug Matsuku x2
  Ganga Rubu x3
    - Kondo Bau x2
  Zug Matsuku x6
    - Kondo Bau x2
  Kondo Bau x8
    - Kondo Bau x2 

SP: Clear Map within 7 turns

More fights against the Buff Clan and their wimpy, underpowered units!
 
Feel free to use the city buildings for cover if you so desire, but it's 
probably not necessary. This is just more of the same, move forward and start
smashing. Only thing you need to note at the moment is that the Solo Ship is 
immobilized for now. Go ahead and work your units over towards the east, since
they'll be needed there later.

At the beginning of Turn 2 Ideon will launch and join your forces. Gije will 
defend when attacked on the player phase, but he's not much trouble, 3 or 4 
attacks should take him down with little difficulty. 

Once Gije is down a bunch of reinforcements will appear in the eastern portion 
of the map.

Your goal now is to destroy the Ganga Rubu being piloted by Daram. It's the 
purple mech in the back with the two Zug Matsuku's in its squad.

After you defeat Daram, he'll restore his HP and attack Ideon, they'll battle 
for a bit and Cosmo will destroy Daram again. As your group makes their escape,
a large number of enemies will appear, but Cosmo destroys them all with the 
Ideon Gun.

+++++++++++++++++++++++ 
Scenario 39 - Solo Ship
+++++++++++++++++++++++

Allied
  Solo Ship (Bes)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Getter Dragon (Ryouma)
    - Lady Command (Michiru)
  13 Squads

Enemy
  Gabura Zan (Daram) (Large Generator)
  Gataman Zan x2
  Gido Mak x2 
    - Kondo Bau x2
  Garudo Jiku x2
    - Kondo Bau x2
  Ganga Rubu x4
    - Kondo Bau x2
  Zug Matsuku x5

    - Kondo Bau x2

Neutral Reinforcements (Turn 3)
  Varuch Ben x7 (Apogee Motor, Multisensor, Magnetic Coating)
    - Varuch Ben x2

SP: Defeat all Buff Clan forces within 8 turns, defeating the Gabura Zan last

Well, the Skill Point seems simple enough, but there are a few complications.
Most notably the terrain in this mission will drain 10% of all units Energy 
every turn and reduces movement. So don't waste time. Also, the Getter team is
autodeployed in Getter Dragon, not Shin Getter.

On turn 3 a bunch of Varuch Bens appear to the North West. You do not have to
defeat them for the Skill Point, but you can if you want. Don't waste time 
chasing them though, they'll come to you.

After you defeat enough enemies, Ideon will launch, which prompts a Garudo Jiku
to come over and MAP attack it and anyone nearby. The Getter team tries to 
destroy the Garudo Jiku, but Getter Dragon gets beat up by it. This prompts 
Shin Getter to launch on its own and after Ryoma has a brief discussion with 
Musashi's ghost, he destroys the Garudo Jiku with SHIN SHINE SPARK.

The scenario then proceeds on like normal.

Once you have defeated all the Buff Clan units, saving the Gabura Zan for last,
you will get the skill point and the scenario will come to an end...well, 
almost. First the Balmar generals show up, but before anything can happen, 
Ideon and Shin Getter resonate and everyone warps away.

+++++++++++++++++++++++
Scenario 40 - Solo Ship
+++++++++++++++++++++++

Part 1

Allied
  Solo Ship (Bes)
  Ra Kailum (Bright)
  Archangel (Murrue)

Enemy
  Zug Matsuku x5
    - Kondo Bau x2
  Ganga Rubu x3
    - Kondo Bau x2
  Garudo Jiku
    - Kondo Bau x2
  Gido Mak
    - Kondo Bau x2
  Gataman Zan (High Performance Radar)
    - Kondo Bau x2


SP: Clear map within 6 turns

Well, this is inconvenient. Everyone but the GaoGaiGar characters and Rei will
start at 80 Will and half SP. And even worse, every round you will lose an 
additional 10 Will and some SP. So this is a stage you want to finish ASAP.

If you bring Shinji along be careful, since he'll be under 100 Will he won't 
have an AT Field, and if he gets shot down then EVA Unit-01 will go berserk, 
and you really don't want to have to deal with that on top of everything else.

The main problem you will have is the inability to use most of your ALL 
attacks, since they by and large require over 100 Will. That being said, since
its just Buff Clan units you are up against this isn't really as hard as you'd
think, but its still going to be a big pain. Since you are going to be losing 
SP every turn, go ahead and burn it while you have it to speed up your 
destruction of the Buff Clan forces, there's no reason to drag things out any 
longer than necessary.

Once you kill the last Buff Clan unit, the scenario mercifully comes to an 
end...

Part 2

Allied
  GaoFighGar (Gai)

Enemy
  DINN
  BuCUE
  Death Spider (Super Alloy Z)
  Krain
  Esrim

Second part, starting with GaoFighGar versus some random enemies, they aren't
really much of a threat, so just go and smash them up. After that there will be
some events, GaoFighGar will be destroyed, and the scenario will end.

Receive
  Minmei Doll
  Ace Charm

+++++++++++ 
Scenario 41
+++++++++++

Before this scenario starts you have Bes make a choice, I'm unclear what this
affects, if anything. For now I've selected the top choice. 

Allied
  Battle 7 (Max)
  Archangel (Murrue)

  Ra Kailum (Bright)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)

  J-Ark (J)
  15 Squads

Enemy
  Haggai x2 (Custom OS)
    - Esrim x2
  Az-130A x2
    - Fz-109A x2
  Zei Fars x2 (Analyzer)
    - Zei Fars x2
  Magnum x2
    - Zubanza x2
  Doven Wolf x2
    - Geara Doga x2
  CGUE x2 (Dual Sensor)
    - GINN x2
  Death Spider x2
    - Aiai x2
  Zug Matsuku x2
    - Detsuka Bau x2

Enemy Reinforcements (8 Enemy Squads destroyed, repeating)
  Haggai
    - Esrim x2
  Az-130A
    - Fz-109A x2
  Zei Fars
    - Zei Fars x2
  Magnum
    - Zubanza x2

  Doven Wolf
    - Geara Doga x2
  CGUE
    - GINN x2
  Death Spider
    - Aiai x2
  Zug Matsuku
    - Detsuka Bau x2

Enemy Reinforcements (Turn 6) 

  GaoFighGar (Gai) (Cost Down, GS-Ride)

SP: Destroy GaoFighGar by the end of Turn 7.

Starting out, the Skill Point condition is hidden, but for now you have the
standard eclectic mix of units that GaoGaiGar stages tend to provide. Though
despite this being a GaoGaiGar stage, you don't have access to any of those
units except for the J-Ark.


Oh, and everyone except for J, Rei, Jeeg, Basara and the Virtualoids starts at
50 Will and half, enjoy! At least this time you won't continue to lose Will as
the stage progresses, but it is still really horribly obnoxious.

Use the enemies and the Sound Force to try and build up Will as best you can.
Basara starts at 100, but Mylene and Ray still start at 50, so you can't use
the MAP versions unless you get their Will way up.


Keep smacking away at the enemies for the first five turns, once you destroy
eight squads, enemy reinforcements will appear. From this point forward once
you kill enough enemies a new set of reinforcements will appear in the same
place as the previous set, composed of the same set of units.

On Player Phase 6 GaoFighGar launches, as an enemy. Your SP condition now
appears; it is to destroy GaoFighGar by the end of turn 7. This shouldn't be
too hard by this point. Once he's down, which should take no more than a few
attacks, since he appears right in the middle of your formation most likely,
there's a series of events, and then the scenario comes to an end.

Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Key to Victory x2

+++++++++++
Scenario 42
+++++++++++

Part 1
Allied
  Battle 7 (Max)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Genesic GaoGaiGar (Gai)
  J-Ark (J)
  TenRyuJin
    - Mic Sounders 13
  ChouRyuJin
    - Big Volfogg
  13 Squads

Enemy
  Palaparepa Plus (Palparepa) (Zolmanium Alloy)
  Pia Decim Pit (Pia Decem) (Bio Computer)
  Sol Master x5
  CGUE x3
    - CGUE x2
  Strike Dagger x7
    - Strike Dagger x2
  GINN x6
    - GINN x2

Enemy Reinforcements (Pia Decem Pit destroyed)
  Pia Decem Peak (Pia Decem) (Psycoframe)

Enemy Reinforcements (Palparepa Plus Destroyed)
  Palparepa Prajna (Palparepa) (Symbol of Bravery)

SP: Clear Map within 7 turns


Wow, epic stage is epic. At any rate, you've got the entire GaoGaiGar crew plus
everyone else against the Sol Masters and a bunch of Seed units (why?).

Secret Alert: If you want the J-Phoenix attack for King J-Der, make sure that J
is the one to finish off Pia Decem Pit (the black battleship).

Thankfully, this time everyone starts at 100 Will and with all their SP, so you


don't have to worry about that stuff anymore. For now, just go ahead and use
standard strategies to clear out the Seed units while you work your way over to
the bosses in the corner.

All things considered, this shouldn't be too huge of a challenge. If you use
the Sound Force effectively you can have most of your units at ~140 Will by
turn 2, which simplifies things immensely.



Once you take out Pia Decem Pit (Remembering to have J deal the finishing blow,
of course) there will be an event, it will restore all HP and transform into
Pia Decem Peak. Once you defeat Pia Decem Peak, it will restore some HP and
then J and Renais will use the J Phoenix attack to defeat it permanently. If
you fulfilled the condition above, then J Phoenix will be available as a normal
attack for King J-Der and Renais will become a permanent sub-pilot.

After you defeat Palparepa Plus, he reforms as Palparepa Prajna, whom you have
to destroy, of course. Once he is destroyed you will have fulfilled the Skill
Point condition.

At this point things start to get really, really crowded. First of all the Sol
Masters are revived, and there's tons of them now. Secondly a bunch of
Daimos/Voltes/Combattler villains show up followed shortly by some ex-villains
from those series whom you may remember from Alpha 2. AND THEN the Buff Clan
decides to butt into things. After a series of events between Gai and 
Palparepa, an energy field appears around the Solo Ship and it is sent to
another place...

Part 2

Allied
  Solo Ship (Bes)
  Genesic GaoGaiGar (Gai)
  TenRyuJin
    - Mic Sounders 13
  ChouRyuJin
    - Big Volfogg
  5 Squads

Enemy
  Pia Decim Peak
  Pia Decim Fighter x5
    - Pia Decim Fighter x2
  Palparepa Prajna (Palparepa)
  Palparepa Prajna x4
    - Palparepa Prajna x2

Well, your objective is to get Gai to the glowing green square within 3 turns,
everyone else is there to run interference for him. Gai has Accel, so use it
and move your other units ahead to clear out opposition. Everyone starts out at
150 Will, but with their HP reduced by 1/4.

Regardless, 4 turns is more than enough time to reach the target, so you can,
if you wish, amuse yourself by destroying the quite profitable Palparepa
Prajna's. Every time you defeat enough enemies more of the little fighters will
spawn.

Once you reach the target, those three ships you've been hauling along for the
last half dozen missions or so will finally get put to use, they will form into
the GOLDION CRUSHER, which Gai will then use to finally defeat the 11 Masters
of Sol.

+++++++++++++++++++++
Character Route Split
+++++++++++++++++++++

At this point the game will briefly divide up into main character specific
scenarios.

++++++++++++++++++++
Scenario 43 - Selena
++++++++++++++++++++

Allied
  Battle 7 (Max)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Alegrias (Selena)
    - Altairlion (Ibis)
  R-Blade Kai (Ryusei)
    - R-GUN Powered (Viletta)
  14 Squads

Enemy
  Huleh
  Devariim (Ace)
  Bemidban (Baran Doban)
  Varuch Baal (Calico)
    - Varuch Ben x2
  Varuch Ben x8 (Minmei Doll)
    - Varuch Ben x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Megillot Ben x2

Enemy Reinforcements (Bemidban Defeated)
  Vayikra (Hazal)

SP: Defeat the Bemidban within 5 turns

The Bemidban is, of course, the mech with the large hammer. At any rate, move
on up towards the Balmar forces, using either the Sound Force or the enemy
grunts (or both) to build Will.

All the grunts and the Bemidban will move towards you, so you should have no
problem getting into range of the Bemidban by turn three, which gives you
plenty of time to smash him.

After you defeat Baran Doban, Hazal Gozzo will launch in his Vayikra, there
will be some discussion and then an event between him and Ryusei. This will
prompt both Selena and Ibis to retreat for now. Your goal now is to defeat the
Huleh or the Vayikra.

After you destroy the Huleh (or possibly the Devariim or Vayikra), Hazal will
attack and destroy the R-Blade Kai, bringing the scenario to an end.

++++++++++++++++++++
Scenario 44 - Selena
++++++++++++++++++++

Allied
  Battle 7 (Max)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Altairlion (Ibis)
  R-Blade Kai (Ryusei)
    - R-GUN Powered (Viletta)
  14 Squads

Allied Reinforcements (Vayikra destroyed)
  Banpreios (Ryusei)
    - R-GUN Powered
  Alegrias (Selena)
    - Shemuel (Luria)
  DyGenGuar (Sanger)
    - Aussenseiter (Ratsel)

Allied Reinforcements (X enemy squads destroyed)
  Hyperion (Ibis) (Joins Selena's squad)

Enemy


  Shin Ryuouki (Son Ganlong)
  Varuch Ishar (Spectra)
    - Varuch Ben x2
  Varuch Baal (Calico)
    - Varuch Ben x2
  Varuch Ben x8
    - Varuch Ben x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Megillot Ben x2

Enemy Reinforcements (Varuch Ishar destroyed)
  Vayikra (Hazal)

Enemy Reinforcements (Vayikra destroyed)
  Vayikra (Hazal) (Haro)
    - Devariim (Ace)
  Varuch Ishar (Spectra)
  Varuch Ben x4
    - Varuch Ben x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Joelah Ben x2

SP: Defeat the Vayikra within 3 turns of its arrival.

This scenario starts out very similarly to the previous one, though instead of
the Demidban and Devariim you are facing Shin Ryuouki and the Varuch Ishar. The
SP condition is currently hidden and your initial goal is to defeat the Varuch
Ishar. So go ahead and move upwards, using either the Joelah's and Megillot's,
or the Sound Force, to gain Will.

Go ahead and clear out the enemies, leaving Spectra for last, since she's your
mission objective. Neither Calico nor Son Ganlong will provide a huge 
challenge, you should have plenty of experience with Boss Smashing by now, and
if you abused the Sound Force you can easily have your team ready to take them
on by turn 3 at the latest.

Once Spectra is defeated, Hazal will appear in his Vayikra and unsurprisingly
your objective now is to destroy him. You also find out the Skill Point
objective at this time, which is to destroy the Vayikra within 3 turns of its
arrival, which should pose no particular difficulties. Biggest issue is that
he's somewhat far away, so you may need a turn to get some heavy hitters over
to him.

After the Vayikra is destroyed there will be a dizzying series of events, that
among other things finally gets you out of that interdimensional space you'd
been floating in for the last 2 missions. Hazal rejuvenates and gets
reinforcements, but you get some of your own, in the form of Selena, Luria,
Sanger, Ratsel and Ryusei in the Banpreios.

After you take out enough enemy squads, there will be an event between Selena
and Spectra, which will culminate in Tsugumi showing up in the Vegalion and
finally bringing out the Hyperion. Ibis, Sleigh and Tsugumi will GRaMXs Spectra
and then Selena will follow up, reducing the Varuch Ishar to critical HP. At
this point all that is really left is to smash Hazal and Ace.

After you drop Hazal below half HP, he will restore all his HP, causing much
despair and consternation among your forces. But once you reduce him back down
to zero, there will be a series of events and the scenario will finally end.

+++++++++++
Route Split
+++++++++++

Time for yet another route split. This one is a bit more involved than the
others, splitting the team up four ways, instead of two. First you will choose
whether to go to Earth or Space, then you will choose between two destinations
within that area.

The choices are:

Earth
  Irui Search
  Seed/Evangelion

Space
  Macross 7
  Nagahama Series

Irui Search Route Units
  Daikuu Maryu
  Gaiking Team
  Mazinger Team
  Getter Team
  Jeeg Team
  Dancouga Team
  Banpresto Originals

Seed/Evangelion Route Units

Macross 7 Route Units

Nagahama Series Route Units

+++++++++++++++++++++++++
Scenario 45 - Irui Search
+++++++++++++++++++++++++

Allied Reinforcements (Turn 2)
  Daikuu Maryu (Pete)
  7 Squads

Enemy
  Yamata no Orochi (Flora) (Analyzer+)
    - Gyao x2
  Guda x2
    - Bado x2
  Zora x2
    - Zen x2
  Gogura
    - Greathoth
  Baban
    - Rugon x2
  Baban
    - Girara x2
  Baban
    - Garuga
  Psychobea
    - Zugaru x2
  Toruken
    - Oberuusu x2

Neutral
  Muge Battleship (Shapiro)
    - Zei Fars x2
  Muge Battleship 
    - Zei Fars x2
  Muge Battleship
    - Zei Fars x2
  Zei Fars x8
    - Zei Fars x2

Neutral Reinforcements (Turn 3)
  Reigon (Himika) (Psycoframe)
    - Girara x2
  Yamata no Orochi (Ikima) (Magnetic Coating)
    - Gyao x2
  Yamata no Orochi (Amaso) (Booster)
    Gyao x2
  Girara
    - Girara x2
  Rugon
    - Rugon x2
  Garuga
    - Garuga x2
SP: Clear map within 7 turns

Well, this is interesting. You start out with a bunch of Jeeg and Mazinger
villains against the Dancouga enemies. None of your units are around at first,
so turn 1 is just a spectator event. At the beginning of turn 2, a Crossgate
appears, and your forces emerge. This prompts the Dancouga villains to depart,
leaving you with just the Jeeg and Mazinger enemies to deal with.

On turn 3, Himika and her flunkies will show up, much to everyone's surprise.
They are yellow neutral units, meaning this is once again a three sided battle.
At the beginning of each enemy phase, three of your squads will randomly get
reduced by half their HP, so make sure to keep everyone above that level.

After you reduce Flora's Yamata no Orochi to 0 HP, there will be an event
between her, Himika and Jeeg, then you just need to continue on until everyone
is defeated, at which point the scenario will come to an end.

+++++++++++++++++++++++++++++++
Scenario 46 - Irui Search Route
+++++++++++++++++++++++++++++++

Allied
  Daikuu Maryu (Pete)
  Mazinkaizer (Kouji)
  Great Mazinger (Tetsuya)
  Steel Jeeg (Jeeg)
    - Big Shooter (Miwa)
  5 Squads

Enemy
  Yamata no Orochi (Flora)
  Zora x2
    - Zen x2
  Baban
    - Rugon x2
  Baban
    - Girara x2
  Baban
    - Garuga x2
  Baban
    - Oberuusu x2

Enemy Reinforcements (Jeeg talks to Flora)
  Demonika (Super Alloy New Z)
  Yousai Rymasen (Ryuuma Teiou) (Zolmanium Alloy)
  Guda x2
    - Bado x2
  Baban
    - Rugon x2
  Baban
    - Garuga x2
  Dorago
    - Girara x2
  Dorago
    - Oberuusu x2
  Barukania
    - Gogura x2
  Barukania (Hybrid Armor)
    - Barukania x2
  Gorudofuyunikusu
    - Toruken x2
  Gorudofuyunikusu (Multi sensor)
    - Oberuusu
SP: Clear map within 8 turns

Starting out, you face a small force of Jeeg enemies led by Flora, your initial
objective is to have Jeeg talk to Flora. Have him go up next to her Yamata no
Orochi and use the middle command on the menu. Don't destroy her, that will get
you a game over.


Once you talk to Flora there will be some events and a bunch of enemy
reinforcements arrive. Now you need to keep Flora or the Demonika from reaching
the green highlighted squares.

Flora's Yamata no Orochi (which is now being piloted by an AI) will defend
during player phase, so it?s a bit tougher than you'd expect, but nothing
horrible. Use the new grunts to build up Will, and if you get the chance, use
Banpreios's MAP attack to get some good money from them. Then move over to the
Demonika and the other battleship to take them out.

Also, at the beginning of each enemy phase, starting when the reinforcements
appear, three of your squads will be hit by Fire/Lightning and have their HP
reduced, so keep that in mind.

Once you destroy Flora's Yamata no Orochi, she will go over to where the
Demonica is and self destruct onto those battleships. There will the be a
touching scene between her and Hiroshi. Then the professors will Kamikaze the
top of the lab into the enemy battleships and finally Mazinkaizer will get the
Kaizer Scrander and the ability to perform the Kaizer Nova attack.

If you defeat the Demonica first, the other battleship will cast a number of
spirits, including Valor and Strike, so be careful. After he's defeated the
scenario will come to an end.

+++++++++++++++++++++++++++++++
Scenario 47 - Irui Search Route
+++++++++++++++++++++++++++++++

Allied
  Daikuu Maryu (Pete)
  8 Squads

Enemy
  Muge Battleship (Shapiro)
    - Zei Fars
  Muge Battleship x3

    - Zei Fars
  Zei Fars x5 (Dual Sensor)
    - Zei Fars x2
  Muge Fighter x6
    - Muge Fighter x2

Enemy Reinforcements (Shapiro destroyed)


  Dezaia (Shapiro) (High Performance Targeting Device)
  Zei Fars x5 (Biosensor)
    - Zei Fars x2

SP: Clear map within 6 turns.

Time is of the essence in this mission if you want the Skill Point. It looks
like you will have plenty of time, but 6 turns is actually cutting things very
close in this mission. Make sure all of your squads have someone who can cast
Accel, since the asteroid field here will reduce your movement rate sharply.
Cast Accel every turn until you reach Shapiro's battleship. You want to destroy
it on turn 4 at the very latest.

Once you destroy Shapiro's battleship, he will launch in his Dezaia unit, and
call in some more Zei Fars reinforcements. Dispatch the Zei Fars ASAP
(Banpreios's MAP weapon is a great choice, if you do this make sure you cast
Bless for easy cash), then focus your attacks on Shapiro. After you knock him
down to somewhere between 1/3 and 1/2 of his HP, he will restore his HP and
cast a number of spirits, including Strike, Valor and Guard. The Guard is what
is going to cause you the most problems, so at this point go ahead and end the
turn to get rid of it. This is why you need to get things done as fast as
possible, if you don't bring him out until turn 6, then you won't be able to do
enough damage to kill him in that round while he has Guard activated.

Regardless, he won't cast anymore spirits after this, so you don't have to
worry about it, once you destroy his unit there will be some events, and then
the scenario will come to an end.


Receive
Units
  BuCUE
  LaGOWE (if you meet the conditions)
Option Parts
  Custom OS
  Pink Haro
  Linear Seat
Frames

  Nu Gundam Heavy Weapon's System (If requirements met)

At this point the Irui Search and Seed/Evangelion routes meet up for a single
mission to finish the route split, similarly the Macross 7 and Nagahama series
routes join together for the final mission of their route split.

++++++++++++++++++++++++++++++++++++++++++++++++++++
Scenario 48 - Irui Search and Seed/Evangelion Routes
++++++++++++++++++++++++++++++++++++++++++++++++++++

Allied
  Ra Kailum (Bright)
  Archangel (Murrue)
  Eternal (Lacus)
  Daikuu Maryu (Pete)
  14 Squads

Enemy
  Zangaio (Death Gaia)
  Gilbauer (Gildrome)
  Muge Battleship (Helmut)

  Muge Battleship x3
    - Zei Fars x2
  Zei Fars x7
    - Zei Fars x2
  Muge Fighter x8
    - Muge Fighter x2

Enemy Reinforcements (Death Gaia, Gildrome and Helmut defeated)
  Muge Zorbados (Muge Zorbados)
  Yousai Ryumasen (Ryuuma Teiou)
  Black Darius
  Demonika
  Great General of Darkness
  Dinosaur Robo (Imperator Gol)

SP: Defeat all enemies within 6 turns of Muge Zorbados arriving. Defeat Muge
    Zorbados last.

You start out facing three Dancouga bosses, the Skill Point condition is not
visible yet and your objective, unsurprisingly, is to destroy those three
bosses. Start out moving your units towards the eastern portion of the map, an
event will occur and you want to have a number of units near the eastern
grouping of enemies when you start turn 2.

The beginning of turn two is when things begin to get difficult, a wave of
energy comes over your units, and four of your squads will become enemies,
which ones seems to be completely random. The person doing this is Gildrome,
who is in the purple machine in the eastern portion of the map. What you want
to do is take him out as soon as possible, on this turn if you can manage it.

Once Gildrome is defeated all your affected squads will return to normal, with
any luck (and proper planning) you never had to face the affected squads in
battle.

If you reduce Death Gaia to below 50% HP, he will restore all his HP and cast a
number of spirits, including Strike, Valor and Invincible, so be careful.
Otherwise things will proceed more or less as normal for the next few turns.
Death Gaia isn't really very dangerous other than the one time he has Valor
cast, and he generally makes a beeline for Dancouga, so you know who to
protect. As for Helmut, he's not a problem past having a significantly larger
amount of HP than the normal Muge battleship.

Once you defeat the three Muge bosses, the real show begins. The leader of the
Muge empire, Muge Zorbados, appears, along with five others who should look very
familiar. Most of the are also supposed to be dead. You also now have your Skill
Point condition, you must defeat all the enemies within the next 6 turns, saving
Muge Zorbados for last. Zorbados is the only one of the group with HP
regeneration, so don't bother attacking him until you are ready to finish him
off, it'd just be a waste of resources.

Make sure to have Luck of Bless cast whenever you kill one of the bosses, they
are almost all worth upwards of 40,000 credits that way. Six turns is more than
enough for what you need to do, but don't take your time, especially if you are
trying to get the Gunbuster Ending. Once you take out Zorbados, there will be an
event involving him and Dancouga, and the scenario will come to an end.

Receive
Units
  VF-19S
  VF-19F
  VF-19F
  (if requirements met)
Option Parts
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Super Repair Kit
  OVA Croquette

+++++++++++
Scenario 49
+++++++++++

Part 1

Allied
  Battle 7 (Max)
  2 Battleships
  VF-11MAXL Custom Valkyrie (Mylene)
    - VF-17T Custom Nightmare (Ray)
  15 Squads

Enemy
  Grabigra
  Varauta Battleship (Gravity Territory)
    - Az-109A x2
  Varauta Scout Ship x2
    - Az-109A x2
  FBz-99G x3
    - Az-109A x2
  Az-109A x9
    - Fz-109A x2

Enemy Reinforcements (turn 3)
  Goram
  Zomdo

SP: Defeat Grabigra

Your initial goal is to get the Battle 7 to the flashing square within 5 turns,
the difficult part is that before you land there you need to defeat Grabigra if
you want the Skill Point. Grabigra is a fusion of Grabil and Gavil and is of
course a Protodevilin, with all that that entails.

Secret Alert: If you want to recruit Gavil, you need to destroy Grabigra using
              Gamlin.

Getting the Battle 7 to the target in time isn't much of a problem, the hard
part is defeating Grabigra. Since he's a Protodevilin, the only attack that will
deal full damage to him are Mylene's songs, otherwise you'll have to use the
Exhaust Spirit on him to bring him below 100 Will if you want everyone else to
deal full damage.

At the beginning of Turn 3 two more Protodevilin will appear, its probably not
worth trying to take them out at this point, just focus on Grabigra and getting
Battle 7 to the target. Once Battle 7 reaches the glowing square, the first part
of the scenario comes to an end.

Part 2

Allied
  Battle 7 (Max)
  2 Battleships

  VF-11MAXL Custom Sound Booster (Mylene)
    - VF-17T Custom Nightmare Sound Booster (Ray)
  14 Squads

Allied Reinforcements (Battle 7 reaches target)
  VF-22S Sturmvogel II (Max)
    - VF-22S Sturmvogel II (Miria)

Enemy

  FBz-99G (Gavil)
    - FBz-99G x2
  Grabil
    - FBz-99G x2
  Goram
    - Zomdo
  Varauta Battleship x2
    - Az-109A x2
  Varauta Scout Ship x4
    - Az-109A x2
  FBz-99G x4
    - Az-109A x2
  Az-109A x12
    - Fz-109A x2

Enemy Reinforcements (Turn 3)
  Gepelnich's Flagship (High Performance Radar)

Enemy Reinforcements (Battle 7 Reaches Target)
  Gepelnich (Cost Down)

Your goal, once again, is to get Battle 7 to the flashing square, though this
time you have 6 turns to make it. You are also facing a much stronger
Protodevilin force.

Secret Alert: If you want to recruit Gavil, you must NOT destroy him during
              this stage.

Advance upwards, clearing out the enemy forces as you go. Cast Accel on Battle 7
each turn. Battle 7 is stuck in Carrier Mode in this part of the mission, so no
Macross Cannon spamming.

At the beginning of turn 3 an enemy Battleship will arrive and park itself right
on top of the target point, so you will need to take it out before you can
complete your objective. Unfortunately Gepelnich's flagship has an awful lot of
HP, but you don't want to burn through your SP destroying it, you may need some
later.

Once the flagship is destroyed and Battle 7 moved onto the target, there will be
a series of events. Max and Miria will deploy in their VF-22's and Gepelnich
will finally show himself for real. Mylene and Gamlin will retreat into the
Battle 7 temporarily. So now its time to beat down on Gepelnich, who is of
course a Protodevilin, but go ahead and start whacking away at his HP.

Once you take off about 50,000 HP, he will regenerate it and there will be some
events. Do You Remember Love starts playing and everyone is raised to their
maximum Will, so start smacking Gepelnich around again. After you do a certain
amount of damage there will be some events inside Battle 7, Basara will finally
wake up and he, Mylene and Gamlin will come back out. Your entire team gets a
free casting of Valor, so keep on hitting Geppelnich. After you reduce his HP
even more Sivil shows up and joins the Sound Force, and they unleash TRY AGAIN
on Gepelnich.

Once you reduce him down to zero he is finally defeated and the scenario comes
to an end.

Receive
  FBz-99G (If Requirements met)
  Fan Bouquet
  Minmei Disc

+++++++++++
Scenario 50
+++++++++++

Allied
  3 Battleships
  15 Squads

Enemy
  Hermodr Echad (Ephesus) (Analyzer++)
  Huleh x3
    - Esrim Rosh x2
  Shemuel x4
    - Esrim Ach x2
  Haggai Yad x3
    - Haggai x2
  Esrim Rosh x3
    - Esrim x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Megillot Ben x2

Enemy Reinforcements (Hermodr Echad destroyed)
  Zehirut Eved (Ephesus) (S-Adapter)
  Bemidban (Baran Doban) (Martial Arts Manual)
  Jumorah (Etzira) (Basara Disc)

SP: Defeat the Hermodr Echad within 5 turns

Well, you are up against Ephesus Judecca Gozzo and his Hermodr Echad once again.
This time around at the beginning of each turn the Nevi'im will emit a light
that will reduce random squads to half their current HP, so be careful. If you
want to stop the light from attacking you you need to attack the glowing square
at the top of Nevi'im

Regardless, use your preferred tactics to build Will and take out the Balmar
forces, nothing too difficult here, just be careful of the Hermodr Echad, its
got a powerful ALL attack and its MAP attack is deadly, don't let a bunch of

your units get crowded together in the MAPs area of effect.

After you defeat the Hermodr Echad, the Zehirut Eved appears, along with
Bemidban and Jumorah. You only have to take out the Zehirut Eved, but you can
take out the others too if you wish.



Regardless, once the Zehirut Eved is destroyed the scenario will come to an end.

+++++++++++
Scenario 51
+++++++++++

Part 1

Allied
  Eternal (Lacus)
  Archangel (Murrue)
  Ra Kailum (Bright)
  Freedom Meteor (Kira)
  Justice Meteor (Athrun)
    - Strike Rouge (Cagalli)
  15 Squads

Enemy
  Dominion (Natarle)
    - Strike Dagger x3
  Clap Class x3
    - Strike Dagger x2
  Raider Gundam (Clottho)
    - Strike Dagger x2
  Forbidden Gundam (Shani) (Basara's Disc)
    - Strike Dagger x2
  Calamity Gundam (Orga) (Super Alloy Z)
    - Strike Dagger x2
  Hambrabi (Yazan) (High Performance Targeting Device)
    - Hambrabi (Dunkel)
    - Hambrabi (Ramsus)
  Strike Dagger x4
    - Strike Dagger x2
  Ghost X-9 x5
    - Ghost X-9 x2


  Nuclear Missiles x19

Enemy Reinforcements (Nuclear Missiles destroyed)
  Strike Dagger x6
    - Strike Dagger x2

Neutral
  Nazca Class
    - GuAIZ x2
  Laurasia Class x2
    - GuAIZ x2
  Duel Gundam (Yzak)
    - CGUE
    - GuAIZ x2
  GuAIZ x4
    - GuAZI x2
  CGUE x2
    - GINN x2
  GINN x2
    - GINN x2

Neutral Reinforcements
  Providence Gundam (Cruze)

For the first turn you can't do anything because you aren't there. Once you do
get there you find yourself in the middle of a battle between ZAFT and the Earth
Alliance. Your first objective should be to get rid of those Nuclear Missiles

before they reach the other end of the map.

A good way of doing this is to use MAP weapons, the Banpreios's Telekinesis
Missiles and Alegrias's Invisible Assassin are both very good choices for this
task.

Secret Alert: If you want to recruit Yzak you must deploy Dearka on this stage,
Dearka must have at least 50 kills. After taking out all of the Nuclear Missiles
have Dearka fight Yzak. Yzak must survive the first part of the stage.

Keep working your way through the enemies, after you destroy all the Nuclear
Missiles, GENESIS will be revealed, and it will destroy an entire fleet of Earth
Alliance ships. At this point you now have two goals, you need to get Athrun to
the flashing target, and destroy the Dominion. Kira, Athrun, Cagalli and Lacus
all activate SEED mode as well.

If you have Dearka attack Yzak, Yzak will become a friendly unit, even if you
haven't met the requirements for permanent recruitment.

At the beginning of the enemy phase a turn after the Nuclear Missiles are
destroyed, Cruze will launch in the Providence Gundam. Once the Dominion is
destroyed and Athrun reaches the target, the first part of the scenario will
end.

Part 2

Allied
  Freedom Meteor (Kira)
  Justice Meteor (Athrun)
    - Strike Rouge (Cagalli)
  6 Squads

Enemy

  Providence Gundam (Cruze) (Haro)
  GuAIZ x3
    - GuAIZ x2
  Ghost X-9 x3
    - Ghost X-9 x2

Neutral Reinforcements (Enemy Phase 1)
  Raider Gundam (Clotho)

SP: Destroy Providence Gundam

Well, here you are inside GENESIS, your goal is to destroy the reactor (the
flashing white square) within 4 turns. To get the Skill Point you also need to
destroy Providence.

Due to how the map is set up, you may have some trouble lining up shots
correctly, but its not that big of a problem. You start at max Will for all
units, but with somewhat reduced HP, EN and SP levels.

At the beginning of the first enemy phase Raider Gundam will appear.

On turn 1 don't move too far from your starting point, you want to lure
Providence down towards you, on turn 2 unload everything you have onto him.

Once Providence is defeated, focus your attacks on the Generator. 3 or 4 Valored
attacks should be all you need to finish it off. Once its destroyed there are
some events, and the scenario ends.

+++++++++++
Scenario 52
+++++++++++

Part 1

Allied
  Evangelion Unit-01 (Shinji)
  Evangelion Unit-02 (Asuka)

  Evangelion Unit-00 (Rei)

Allied Reinforcements (Evangelion Unit-02 defeated)
  Ra Kailum (Bright)
  1 Battleship
  15 Squads

Enemy
  The 14th Angel (Zeruel)

Enemy Reinforcements (Zeruel Destroyed)
  Mass Production Evangelion x9

SP: Asuka must survive for 2 turns

Before starting this mission equip EVA Unit-02 with items to help 
survivability the Haro you just got from defeating Providence is a very good
choice.

You start out with the three EVAs versus Zeruel, so advance forward into its
path and start attacking it. Conserve Asuka's SP, but feel free to use up
Shinji's to speed the process along. After Zeruel is defeated, Rei will leave
and a bunch of Mass Produced EVAs will encircle Shinji and Asuka. Asuka will
throw Shinji out of the way, and you Skill Point Requirement becomes active.
Asuka must survive the next two turns in order to gain the Skill Point. Don't
even bother trying to defeat the EVAs, just avoid or defend.

(Personal experience shows that a fully upgraded Unit-02 with a Haro and an S-
Adapter can dodge anything the MP EVAs through at it, but you may not be willing
to dump 500,000 credits into Asuka just for this)

After two turns, no matter what you do, Asuka will get defeated by the MP EVAs,
and then your reinforcements will finally arrive. Your units will deploy at 120
Will, and your goal is to defeat the MP EVAs, so accelerate your way down there
as quickly as possible. Don't use up too many resources fighting the EVAs, you
still have stuff to do afterwards.

After you defeat all the MP EVAs they will respawn and a few events will take
place, you may recognize them...

At any rate, focus all your attacks on EVA Unit-01, destroying it is now your
objective. Be careful, it gets to attack twice on the enemy phase. After you do
enough damage, the next phase of Instrumentality begins and you have a five turn
limit to defeat Unit-01, this should not be a problem in the slightest. After
you defeat Unit-01, it will restore all its HP, but before it can attack some
events occur...

Part 2

Allied
  Evangelion Unit-01 (Shinji)

Allied Reinforcements (Turn 2)
  Ra Kailum (Bright)
  1 Battleship
  Evangelion Unit-02 (Asuka
  Evangelion Unit-00 (Kaworu)
  15 Squads

Enemy
  Evangelion Unit-01 (Dummy Plug)
  Mass Production Evangelion x9

...and now its Shinji in Unit-01 versus all the MP EVAs and the Berserk Unit-01
(not quite clear on how this is happening, but whatever), your goal of course 
is to defeat the Berserk Unit-01. Obviously Shinji's not doing this himself, so
just stay put and end the turn.

On turn 2 the rest of the Alpha Numbers will arrive, the Berserk Unit-01 should
be pretty close, so just hit it with everything you have. The MP EVAs are
entirely peripheral, you can ignore them if you so desire. Once the EVA is
destroyed, the scenario FINALLY ends.

Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Super Repair Kit
  Cutnalyzer x2

After the Intermission you receive
  Mass Production Nu Gundam
  Hi-Nu Gundam (if requirements met)
  Qubeley/Quin Mantha/MP Qubeley Mk-II x2 (if requirements met)
  Neue Ziel/Val Varo/Gerbera Tetra (if requirements met)
  Sazabi (if requirements met)
  Doven Wolf/Geymark (if requirements met)
  Gundam GP-02 Physalis (if requirements met)
  GP-02 Atomic Bazooka (if requirements met)
  MP Nu Gundam Fin Funnels
  ZZ Full Armor Parts
  EVA Unit-01 F-Type Armor (if requirements met)

+++++++++++
Scenario 53
+++++++++++

Allied
  Ra Kailum (Bright)
  Battle 7 (Exedore)
  Archangel (Murrue)
  Eternal (Lacus)
  Daikuu Maryu (Pete)
  Solo Ship (Bes)
  Eltreum (Tashiro)
  16 Squads

Enemy
  Gataman Zan x3 (Apogee Motor)
    - Adigo x2
  Zanza Rubu x3 (Multi Sensor)
    - Adigo x2
  Ganga Rubu x6
    - Adigo x2
  Adigo x9
    - Adigo x2

Neutral Reinforcements (X Buff Clan units destroyed)
  STMC Battleship x4
  STMC Bug x8
    - STMC Bug x3

Neutral Reinforcments (whenever 6 or less STMC squads remain)
  STMC Battleship x2
  STMC Bug x4
    - STMC Bug x3

SP: Defeat 230 enemies by the end of turn 7

Well, from the Skill Point condition you can tell that there will probably be
some reinforcements later, but we'll get to that in a bit. In the meantime, you
face a veritable horde of Buff Clan, so go ahead and start taking them out. Once
you kill enough Buff Clan, your true prey, the STMC, will arrive. At the same
time, Calico and Spectra will nab Irui out of the Eltreum and run off with her.

From this point on, whenever you reduce the STMC's numbers enough, more will
spawn. ALL and MAP attacks are your best strategies in this stage, the Bugs fall
easily, and while the Battleships are tougher, they really aren't to much of a
problem either. Just keep smashing away at the STMC and the Buff Clan.

Feel free to use up your SP as you see fit, there is not boss battle in this
mission, so there is no real reason to conserve it. Using Renew to allow the use
of repeated MAP attacks is a good investment, and Ideon can be incredibly useful
in this scenario. Just keep hacking away at the STMC, while 230 sounds like an
incredibly huge number, its really not hard at all, its quite possible to double
that, with the use of the proper units.

At the beginning of turn 8 you will receive your Skill Point and the Alpha
Numbers, as sick of this as you probably are by now decide to just charge to the
Crossgate. They warp through, see a huge horde of STMC, and just like in the
Opening movie they charge right through...

+++++++++++
Scenario 54
+++++++++++

Allied
  3 Battleships
  Banpreios (Ryusei)
    - R-GUN Powered (Viletta)
  16 Squads

Allied Reinforcements (Aya Recovered)
  Shemuel (Luria)
  Bemidban (Baran Doban)

Enemy
  Hermodr Khamsa (Sardis)
  Hermodr Shisha (Philadelphia)
  Huleh x4
    - Esrim Rosh x2
  Shemuel Ben x3
    - Shemuel Ben x2
  Shemuel x4
    - Esrim Rosh x2
  Haggai Yad x2
    - Haggai x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Megillot Ben x2

Enemy Reinforcements (Aya Recovered)
  Jumorah (Etzira) (Hyper Jammer)
  Shemuel Ben x5 (Analyzer+)
    - Shemuel Ben x2

SP: Clear the scenario within 10 turns, defeat both Hermodr before clearing the
    stage.

Back to fighting the Balmar, starting out the Balmar are facing off against the
Buff Clan, but the Buff Clan are easily wiped out by the three Nevi'im. After
this your forces gate in. Your goal initially is to clear out all the enemies,
so get to it. In the meantime start Banpreios moving towards the nearest
Nevi'im, using Accelerate on each turn.

At the beginning of the first enemy phase the three Nevi'im's will glow like
the one you faced previously, they will then attack a random set of spaces on
the map, not necessarily spaces that actually have units on them. If one of
your squads is hit their HP will be reduced by one quarter. This attack sets
off a reaction in Ryusei and Mai, who realize that Aya is on one of the
Nevi'im. You now need to check each glowing square until you find her.
Apparently which one she's in is random.

The Hermodr's are the same as the one you fought before, only now they are red
and blue, instead of green. Regardless, nothing really new about them, so just
hit them with everything you have, while avoiding letting them set up their MAP
attack.

Once you find Aya the Jumorah and Bemidban will appear in the southeast portion
of the map, and after a few events Aya will rejoin the rest of the SRX team,
and you will gain access to Banpreios's two strongest attacks. Also, both Baran
Doban and Luria will become allies.

Watch out for the red Shemuel Ben's that enter with Etzira, they have an attack
which has the Stun Shot effect, which will prevent a unit hit with it from
moving or attacking for the next turn.

After you defeat all enemies, there will be some events, and everyone except
Baran Doban will leave. Then Sanger will return and they'll have a one on one
duel. Baran Doban only has ~13000 HP for this, so a single Valored attack can
easily destroy him.



+++++++++++
Scenario 55
+++++++++++

Part 1

Allied
  3 Battleships
  16 Squads

Enemy
  Zehirut Eved (Sardis)
  Zehirut Eved (Philadelphia)
  Shemuel Ben x6
    - Shemuel Ben x2
  Shemuel x8
    - Esrim Rosh x2
  Haggai Yad x8
    - Haggai x2
  Joelah Ben x6
    - Joelah Ben x2
  Megillot Ben x6
    - Megillot Ben x2

Enemy Reinforcements (Zehirut Eveds destroyed)
  Gebel Ganeden (Ruach) (Symbol of Bravery)

SP: Defeat both Zehirut Eveds within 6 turns.

Now on the surface of the Balmar Homeworld, you face both Gozzo's in their
Zehirut Eveds. Your skill point requires that you defeat them in 6 turns, so do
whatever you feel necessary to work your way up to them. You face a fairly
standard selection of Balmar units, nothing exceptional at the moment.

As before, the Zehirut are only dangerous if you let them MAP you or you aren't
careful with your squad members. As always Disturbance will be a great help,
since their ALL attack is quite accurate.

After you defeat the Zehiruts, Ruach appears as Gebel Ganeden, much to many
people's surprise. Your goal now is to defeat him and all other units. Gebel
Ganeden is very powerful and very dangerous, but can be taken down the same way
you've taken out previous bosses. The most dangerous thing about him is that he
gets to attack twice per enemy phase.

If you brought him along, Baran Doban's strongest attack has a level 3 armor
break status effect, which is very, very useful. You may want to open your
assault on Gebel Ganeden with that.

After you defeat Gebel Ganeden, part 1 comes to an end...

Part 2

Allied
  3 Battleships
  16 Squads

Enemy
  Vayikra (Ace) (Bio Computer)
    - Devariim x2
  Devariim x3
    - Gadel x2
  Varuch Ishar (Spectra) (Multi Sensor)

    - Varuch Ben x2
  Varuch Baal (Calico) (Psycoframe)
    - Varuch Ben x2
  Varuch Ben x6
    - Shemuel x2
  Joelah Ben x3
    - Joelah Ben x2
  Megillot Ben x3
    - Megillot Ben x2

Enemy Reinforcements (Vayikra defeated)
  Gebel Ganeden (Shiva) (Spirit of Steel)

All units start the second part at 150 Will, so you can feel free to leave the
Sound Force behind. You are facing Ace Gozzo, Spectra and Calico along with a
group of mid level Balmar grunts, an overall less dangerous grouping than in the
first part. So go ahead and use whatever strategy you want to start smashing
things.

Make your way up the middle, but be careful of the Devariim's MAP attacks, they
aren't incredibly dangerous, but you should keep them in mind. After you defeat
either Calico or Spectra, the other one will cast several spirits, including
Valor and Alert, so watch out when that happens.
After you defeat Ace, Gebel Ganeden reappears, though now its being controlled
by Shiva Gozzo instead of Ruach. You can treat it just like you did in the firs
 part, and its not quite as strong. So taking it down shouldn't be a problem at
all.

Once Gebel Ganeden is destroyed again, the scenario ends.

Receive
  Key to Victory x2
  Ace Charm
  Fan Bouquet

+++++++++++
Scenario 56
+++++++++++

Part 1

Allied
  Solo Ship (Bes)
  2 Battleships
  16 Squads

Enemy
  Dorowa Zan (Haruru) (Large Generator)
  Gataman Zan x2
    - Ganga Rubu x2
  Zanza Rubu x3
    - Adigo x2
  Ganga Rubu x4
    - Adigo x2

  Jigu Makku x3
    - Adigo x2
  Garubo Jikku x2
    - Adigo x2
  Gido Makku x2
    - Adigo x2
  Roggu Makku x3
    - Gondo Bau x2

Your goal in this mission is to destroy the Dorowa Zan, which is the dark
colored battleship. You have 5 turns in which to do this, how you do it is
largely up to you, but it must be done by the end of turn 5 at the latest.

If you are going for the Good Ending, then this is a good stage to make up
turns on if you think things are going to be close. So if necessary just bum
rush the Dorowa Zan. Once its destroyed you move on to part 2...

Part 2

Allied
  Solo Ship (Bes)
  2 Battleships
  16 Squads

Enemy
  Bairaru Jin (Doba)
  Dero Zan x3
    - Zanza Rubu x2
  Gataman Zan x5
    - Ganga Rubu x2
  Zanza Rubu x3
    - Adigo x2
  Ganga Rubu x4
    - Adigo x2
  Garubo Jikku x2
    - Adigo x2
  Jigu Makku x3
    - Gondo Bau x2
  Gido Makku x2
    - Adigo x2
  Roggu Makku x3
    - Gondo Bau x2

Neutral Reinforcements (Unit approaches Bairaru Jin)
  STMC High Speed Type x2
  STMC Battleship x3
  STMC Bug x8
    - STMC Bug x2

SP: Clear map within 7 turns

Back up against an even larger force of Buff Clan, your goal is to get the Solo
Ship next to the Bairaru Jin, so go ahead and start your forces moving.
Everyone starts at 130 Will, so you should be good on that front.

After you get a unit close enough to the Bairaru Jin, there will be some
events, and your objective will change to getting any unit to the flashing
white square. At this point a bunch of STMC will also appear on the eastern
portion of the map. There are several ways to approach this now, you can either
take your time and clear as much out within the time limit, or rush to the
square using Awaken and Hope to finish as fast as possible. In general, the
first strategy is probably better, but as before, if you are going for the good
ending this is a great opportunity to make up some time, to give you more room
to work with for the last few scenarios. The choice is up to you.

Once someone reaches the flashing square, however you choose to do it, the
scenario ends

Receive
  Propellant Tank x2
  Cartridge x2
  Repair Kit x2
  Super Repair Kit x2

+++++++++++
Route Split
+++++++++++

Time for the final route split, you have to choose between following the end of
the Ideon plotline or the end of the Gunbuster plotline. Top choice is the
Ideon route, bottom is the Gunbuster Route

Ideon Route

Gunbuster Route
  Battle 7
  Daikuu Maryu
  Mazinger Team
  Jeeg Team
  Gaiking Team
  Reideen Team
  Dancouga Team
  Goshogun Team
  GaoGaiGar Team
  Gunbuster Team
  EVA Team
  Macross Team
  Macross Plus Team
  Macross 7 Team
  Virtualroid Team
  Banpresto Originals

+++++++++++++++++++++++++++++
Scenario 57 - Gunbuster Route
+++++++++++++++++++++++++++++

Allied
  Eltrium (Tashiro)

Allied Reinforcements (Turn 4)
  Battle 7 (Exedore)
  Daikuu Maryu (Pete)
  16 Squads

Enemy
  STMC Fusion Type
  STMC High Speed Type x4
  STMC Battleship x4
  STMC Bug x30
    - STMC Bug x2

SP: Clear Map within 7 turns

You start out with the Eltrium alone against a huge swarm of STMC, so spend
your first turn clearing them out as much as possible. Strike is a must
forhitting the bugs. You will spend the first three turns doing this.

On turn 3 the Alpha Numbers finally show up, by this time the Eltreum is
probably looking pretty haggard, so you need the reinforcements. If you have
anyone with a good Post Movement MAP attack ready to go (like Alegrias) you can
probably use it right away to clear out a bunch of bugs, while you setup the
Sound Force to bring everyone up to high Will immediately. You now only have
four turns to kill all the STMC, including the 9 battleship class enemies.

There aren't any reinforcements coming, so this plays out very simply, just
make sure you leave enough time to kill the biggest of the STMC ships.

Once all the STMC are destroyed, the stage ends.

Receive
  Minmei's Disc
  Basara's Disc
  Andromeda-yaki x3

+++++++++++++++++++++++++++++
Scenario 58 - Gunbuster Route
+++++++++++++++++++++++++++++

Allied
  Eltreum (Tashiro)
  Battle 7 (Exedore)
  Daikuu Maryu (Pete)
  16 Squads

Allied NPC Reinforcements (X Buff Clan defeated)
  Dorowa Zan
    - Adigo x2
  Gido Makku
    - Adigo x2
  Ganga Rubu x2
    - Adigo x2
  Zanza Rubu
    - Adigo x2

  Jigu Makku x2
    - Adigo x2

Neutral
  Dero Zan
    - Ganga Rubu x2
  Gataman Zan x2
    - Ganga Rubu x2
  Zanza Rubu x2 (Analyzer++)
    - Adigo x2
  Ganga Rubu x3 (Minmei Doll)
    - Adigo x2
  Garubo Jikku x2 (Biosensor)
    - Adigo x2

  Gido Makku x2
    - Adigo x2
  Jigu Makku x2
    - Adigo x2
  Roggu Makku x2
    - Kondo Bau x2

Enemy Reinforcements (X Buff Clan Destroyed)
  STMC Fusion Type x2
  STMC High Speed Type x3
  STMC Battleship x4
  STMC Bug x16
    - STMC Bug x2

Enemy Reinforcements (X STMC Destroyed)
  STMC Fusion Type
  STMC High Speed Type x2
  STMC Battleship x2
  STMC Bug x6
    - STMC Bug x2

SP: Do not let any Buff Clan units get destroyed.

Starting out facing a group of Buff Clan in front of Buster Machine 3, nothing
special here yet, just go and beat them up for a bit. You should probably break
your team into two sections. 2/3 or so should work over towards the South West
portion of the Map, while another third works their way up to the north west,
you'll see why in a bit.

After you've defeated enough of the Buff Clan, they will retreat for a moment,
then return, as friendly units. Then a swarm of STMC show up and destroy most
of the Buff Clan units. You get you Skill Point condition now, do not let the
STMC destroy any Buff Clan units. 

So from here, you can go start taking out STMC, the way you normally do. MAP
weapons are, of course, always recommended. Do you best to move your units
between the STMC and the Buff Clan, so you can encourage the STMC to attack you,
and not your allies.

After you destroy enough STMC, more will appear in the northwest corner. Just
what you didn't need, but this is why you should send some units up that way
early on, to prepare for their arrival.

Once all the STMC are destroyed, the Buff Clan departs and the scenario ends.

+++++++++++
Scenario 59
+++++++++++

Part 1

Allied
  Eltreum (Tashiro)
  Battle 7 (Exedore)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Ra Kailum (Bright)
  Archangel (Murrue)
  Eternal (Lacus)
  Ideon (Cosmo)
  Gunbuster (Noriko)
    - Sizzler Black (Jung)
  18 Squads

Enemy
  STMC Mega Type x2
  STMC Fusion Type x3
  STMC High Speed Type x4
  STMC Battleship x6
  STMC Bug x18
    - STMC Bug x2

Enemy Reinforcements (9 Enemy squads remain, repeating)
  STMC Fusion Type
  STMC High Speed Type x2
  STMC Battleship x2
  STMC Bug x6
    - STMC Bug x2

Well, quite the mission, fitting for being so close to the end. Your objective
is to defend the glowing squares for 11 turns. There are multiple ways of doing
this, each with their own advantages and disadvantages. You can either hold fast
near the starting point, in an attempt to wall off the target area, or you can
go on the offensive to try and take out the STMC as they arrive. Keep in mind
that you have enough units to completely wall in the target, if you decide to go
that route.

Once you reduce the STMC down to 9 squads remaining, reinforcements will
arrive. Just keep going as you have before. This will repeat each time you
reduce the enemy squads to 9. So you can either keep destroying them and
fighting the reinforcements, or just defend and not destroy anything. Your
choice. 

As always, Disturbance will be a huge help, though most of the STMC aren't that
dangerous, the ones you need to be careful of are the Mega types, they like to
focus on your battleships, and have an enormous range advantage.

What this first part comes down to is that it is as easy or hard as you want to
make it. You can complete it without ever destroying a single enemy, or you can
try to kill as many as possible for final cash before the last stage.

At the beginning of turn 11, the first part of the scenario ends...

Part 2

Allied
  Eltreum (Tashiro)
  2 Battleships
  Gunbuster (Noriko)
    - Sizzler Black (Jung)
  Ideon (Cosmo)

Enemy
  STMC Mega Type x2
  STMC Fusion Type x3
  STMC High Speed Type x4
  STMC Battleship x4
  STMC Bug x12
    - STMC Bug x2

SP: Defeat all enemies within 5 turns

Once again you must defend the glowing area, but this time if you want the
skill point you need to take the fight to the enemy. As you probably learned in
the previous part of the stage, the Mega type STMC have a lot of HP, so there's
no time to waste. Everyone starts out at maximum Will, though with a bit of EN
and HP deducted. Go ahead and accelerate forward and bring the fight to the
enemy. Keep in mind that the terrain in this mission reduces movement somewhat.

Thankfully you don't have to worry about reinforcements at all, which helps
things immensely.

After you kill enough of the STMC, there will be a short event where various
characters will receive messages from those who stayed behind, and then the Ide
Guage will max out.

Once all the STMC are destroyed, the ending events of Gunbuster will begin to
play out, with some changes, of course.


And the scenario ends.

-------
Endings
-------

If at this point you have received at least 57 Skill Points, and have used fewer
than 430 Turns, you will go into the Gunbuster (Good) Ending. If you have not
met this goal you will go into the Normal Ending.

++++++++++++++++++++++++++++++
Scenario 60 - Gunbuster Ending
++++++++++++++++++++++++++++++

Allied
  Battle 7 (Exedore)
  Solo Ship (Bes)
  Daikuu Maryu (Pete)
  Eltreum (Tashiro)
  Archangel (Murrue)
  Eternal (Lacus)
  Ra Kailum (Bright)
  20 Squads

Allied Reinforcements (Kaiser Ephes reduced to 100,000 HP)
  Nashim Ganeden (Irui)

Enemy
  ??? (???)
  Shemuel Ben x4
    - Shemuel Ben x2
  Haggai Yad x8
    - Haggai Yad x2
  Esrim Rosh x10
    - Esrim Rosh x2

Enemy Reinforcements (??? Destroyed)
  Kaiser Ephes (Kaiser Ephes)
  Shin Ryuouki (Son Ganlong)
  Tiger Custos
  Shark Custos
  Hawk Custos
  Vayikra x3
  Zehirut Eved x6
  Devariim x3
  Shemuel Ben x8
    - Shemuel Ben x2

Enemy Reinforcements (Kaiser Ephes reduced to 100,000 HP) 
  Gebel Ganeden x2

Arriving back at Earth, the Alpha Numbers are reunited with Gunbuster, but
before they can celebrate victory, a large number of Balmar units appear over
the Earth. 

The Balmar units are much the same as before, only ones that are really
dangerous are the red Shemuel Ben's, due to their stun attack. Otherwise you
can clear the out as normal. Don't use up too much of your spirits on them
though. Once they are cleared out you can focus on the mysterious black orb.
For now it won't counter you, so just whittle it down. It has 120,000 HP, so
Its really not much of an issue.

Once you defeat the black orb, the true villain, Kaiser Ephes will show
himself, along with some...reinforcements. Included among the reinforcements
are the Shin Ryuouki and the Jumorah, but Kaiser Ephes immediately destroys
Etzira, for some reason. Now you have to fight your way through the most
powerful set of enemies you've faced yet.

If you reduce the enemies down to six squads, reinforcements in the form of
Zehirut Eveds and Vayikkra's will appear. Since you really don't HAVE to kill
everything, just push your way through the enemies towards Kaiser Ephes. 

Set up around him however you like, and start pounding on him. He has 500,000
HP, so he takes some killing. After you drop him below 100,000, he'll regain
150,000 and some events will occur. GONG will begin to play, and the dead will
appear to give encouragement to your pilots. And finally a Crossgate will
appear, and Nashim Ganeden returns. All your pilots will regain 50 SP, and the
time for the final push begins!

Once you deal the final blow to Kaiser Ephes, there will be some events, and the
Alpha Numbers are returned home victorious.

Cue end credits and homecoming scenes. Don't forget to save your clear data!

++++++++++++++++
Extra Scenario 1
++++++++++++++++

Allied
  KouRyu
  AnRyu

Allied Reinforcements (Two Zonders destroyed)
  King J-Der
  TenRyuJin

Enemies
  Gelgoog Marine
  Zaku II F2
  Taurus

Enemy Reinforcements (Initial enemies destroyed)
  KouRyu
  Geara Doga
  Rick Dom II
  Jegan
  Gelgoog Marine


Enemy Reinforcements (KouRyu Convinced)
  EI-02 x2
  EI-05 x2
  EI-07 x2
  EI-15 x2
  EI-20 x2

SP: None


You start with the two female Dragons against 3 pretty mediocre mobile suits,
so go ahead and move up and take them out. After they are gone, some events 
will happen and KouRyu will get herself possessed by Arm and will attack AnRyu 
More mobile suits also show up at this point, so go ahead and wipe them out 
with AnRyu. You also need to go up to KouRyu and use the second command on the
menu to "convince" her, which brings her back to your side but also triggers
the arrival of a lot of Zonders.

After you destroy two of the Zonder, J and the J Ark arrive and you get to 
experience MEGA FUSION. This inspires KouRyu and AnRyu and they perform 
SYMMETRICAL DOCKING to form TenRyuJin. Between the two you should have no 
trouble clearing out the Zonders, and admire TenRyuJin's flashy attacks. Once 
they are all gone, the stage is over. Simple stuff.


++++++++++++++++
Extra Scenario 2
++++++++++++++++

Allied
  Reideen (Akira)

NPC Reinforcements (Psychobea destroyed)
  Taurus
    - Rick Dom II
    - Zaku II F2
  Jegan
    - Gelgoog Marine
    - Rick Dom II

Allied Reinforcements (All initial enemies destroyed)
  Dancouga (Shinobu)
    - Black Wing (Alan)
  Bluegar (Chikara) (enters Reideen's squad)

Enemy
  Psychobea

  Zugaaru x3

Enemy Reinforcements (All initial enemies destroyed)
  Zugaaru x4
  Obarius x2
  Googuraa
  Gooridofuyunitsukusu
  

Welcome to the second Extra Scenario. This one opens after the completion of
Scenario 18, right before the first route split. 
 
Anyway, you start out with Reideen and 4 pretty low level enemies, so have at 
them. You can cast Iron Wall if you want, but its not really necessary.

Once you kill the Psychobea, it revives and does a mental attack on Akira, who 
then has some sort of vision. This causes him to rally back and restore any 
damage he's taken. This also prompts a pair of NPCs to arrive. In a Taurus and
Jegan, at this point you may want to cast Iron Wall, though even without it 
the 
remaining enemies probably can't kill Reideen.

After the last Zugaaru is destroyed, a bunch more will appear, only to be 
destroyed seconds later by Dancouga. At this point the Black Wing and Bluegar;
and yet more enemies appear. You have to take these down the old fashioned way.
Black Wing enters Dancouga's squad and Bluegar enters Reideen's.

So just spell up and take them out. Shouldn't take very long all things 
considered. You can even do complete overkill and use Valored Dancouken 
Gogaguken and God Bird Smash.


++++++++++++++++
Extra Scenario 3
++++++++++++++++

Allied
  R-GUN Powered (Viletta)
  Huckebein Mk.III-L (Mai)
Allied Reinforcements
  R-Blade Kai (Ryusei)

Enemy
  Megillot Ach
  Megillot x4
  Joelah Ach
  Joelah x4

Enemy Reinforcements (4 enemies destroyed)
  Haggai x2
  Esrim Ach x2

Starting out, a small Balmar force attacks the base where the SRX team is 
after the events of earlier in the game. Viletta and Mai sortie to intercept 
while Ryusei acts all mopey over what happened to Aya. But that?s neither here
nor there, just go start killing bugs.

After you kill 4 enemies, some reinforcements will show up and bombard the 
base, this eventually prompts Ryusei to get his rear in gear and he sorties in
the R-Blade Kai. At this point the rest is a snap, just kill the Balmar and be
done with it.

++++++++++++++++
Extra Scenario 4
++++++++++++++++

Allied
  DyGenGuar (Sanger)

Allied Reinforcements (4 enemies destroyed)
  R-GUN Powered (Viletta)
  R-Blade Kai (Ryusei)
  Huckebein Mk.III-L (Mai)

Allied Reinforcements (4 more enemies destroyed)

  Huckebein Mk.III-T (Rai)

Enemy
  Haggai x2
  Esrim x4

  
Enemy Reinforcements (4 enemies destroyed)
  Esrim Ach x2
  Esrim x3

Enemy Reinforcements (4 more enemies destroyed)
  Varuch Ben
    - Esrim Ach x2
  Varuch Ben
  Esrim Ach x3

Another day, another Balmar attack, this time they are attacking Tesla Leich
Laboratories and Sanger has been sent out to intercept them. So go start 
cleaving some evil. You even start out at 120 Will, making this even more of a
joke.

After killing 4 enemies, more appear off to the west, conveniently, the SRX

team shows up right nearby.

Once you kill a few of these, even more will appear on the opposite side of 
the map, prompting Rai to launch in the other Huckebein. After you destroy one
of the third waves of enemies, an event occurs involving Irui, and then Ratsel
sorties in the Aussenseiter. After this all that's left is to clean out the 
trash.


++++++++++++++++
Extra Scenario 5
++++++++++++++++

Allied
  VF-19 Custom Fire Valkyrie (Basara)
  Fz-109F (Gigile)

Enemy
  Esrim Ach
  Esrim x3

Enemy Reinforcements (Esrim's destroyed)
  Grabil
  FBz-99G (Gavil)

Starting out you have Gigile and Basara up against some low level Balmar,
keeping in mind that Basara can't actually kill things other than Protodevilin,
Gigile's going to be doing most of the work.

After you defeat the three Esrims, more Balmar show up, but before anything 
else can happen, Grabil appears and MAPs them. Then Gavil shows up as well,
your objective is to defeat them. Oh, and that Esrim Ach is still around, only
now he's a Green Neutral. Since Gavil and Grabil are protodevilin, Basara will
actually be of use now. Or so you'd think. Both Gavil and Grabil seem unusually
resistant to Basara's song. So instead use Gigile to take out Gavil, which 
initiates a series of events.  Gigile gets shot down, Basara powers up and 
drives off Grabil, just leaving Gavil and the still Neutral Esrim Ach. 

Go ahead and attack Gavil with Basara, though you still aren't really doing 
anything to him. After a couple of turns of this, the Balmar guy in the Esrim
Ach will come over and take out Gavil for you. He and Basara then have a bit of
a conversation and the scenario comes to an end.

++++++++++++++++
Extra Scenario 6
++++++++++++++++

Part 1

Allied
  Huckebein Mk.III-L (Mai)
  Huckebein Mk.III-T (Rai)

Enemy
  Varuch Ben
  Haggai x2
  Esrim x4

Time for more of the SRX team vs Balmar, you've got Mai and Rai in Huckebein
Mk.III's, against some middling Balmar grunts. So have at them, this is not
going to pose any particular challenge, both Mai and Rai greatly outclass your
opponents.


After you defeat all the enemies, Mai resonates with something and a bunch of
reinforcements appear. At this point Irui also appears on the field, she and
Mai talk a bit, then Mai and Rai get crossgated back down to the surface of the
moon, where the Balmar are attacking Mao Industries. So go fight off more
Balmar. Same as before. 

Part 2

Allied
  Huckebein Mk.III-L (Mai)
  Huckebein Mk.III-T (Rai)

Allied Reinforcements (Turn 2)
  DyGenGuar (Sanger)
  Aussenseiter (Ratsel)

Enemy
  Varuch Ben x2
  Haggai x3
  Esrim x4
  Esrim Ach x2

On turn two Sanger and Ratsel appear to help you out (not that you really needed
it), so keep on smashing Balmar. You've done this before (and you'll do it
again). Once all the enemies are gone, the scenario comes to an end.

++++++++++++++++
Extra Scenario 7
++++++++++++++++

Allied
  Godol (Heinel)

Allied Reinforcements (Turn 3)
  Gimeria (Richter)

Enemy
  Shemuel
  Esrim Rosh
    - Esrim x2
  Esrim x2
    - Esrim
  Megillot Ach x3
    - Megillot Ach

  Joelah Ach x3
    - Joelah Ach

Neutral
  Boazan Saucer x3
    - Boazan Saucer x2

This Extra Scenario starts you off with Heinel from Voltes V, whom you may or
may not remember from Alpha 2. Regardless, right in front of you you have some
Boazan Saucers, and beyond them a set of Balmar forces. The Boazan Saucers are
hostile, but you will lose the mission if you destroy one, so just ignore them
and make your way towards the Balmar forces.

The Megillot's and Joelah's are emphatically not a threat at all to Heinel, so
once you get to where the Saucers were, just let them come to you, you aren't on
a time limit.

On turn 3, the Shemuel will advance to take out the Saucers, Heinel will stop
it, and then some events will happen and Richter will arrive. Together they
destroy the Shemuel, and then its back to Balmar smashing.

Once all of the Balmar forces are destroyed the scenario will come to an end.

++++++++++++++++
Extra Scenario 8
++++++++++++++++

Allied
  Gunbuster (Noriko)
  Sizzler Black (Jung)

Allied Reinforcements (7 STMC Destroyed)
  YF-19 (Isamu)
  YF-21 (Guld)
  VF-1S Super Valkyrie FAST (Fokker)
  VF-1S Super Valkyrie FAST (Hikaru)
  VF-1A Super Valkyrie FAST (Kakizaki)

Enemy
  STMC Bug x9

Enemy Reinforcements (7 STMC Destroyed)
  STMC Battleship
  STMC Bug x15

Well, Gunbuster and the Sizzler against STMC Bugs, not exactly a fair fight.
Cast Strike on Noriko if you want, to help her somewhat anemic hit rate, and
then go take out the trash. 

After you defeat 7 of the Bugs, a bunch of reinforcements arrive, including a
high speed type. Right then however Isamu, Guld and Skull Squadron arrive to
back you up. Skull Squadron takes out the High Speed type and then its time to
take out the rest of the reinforcements.

Once the STMC are defeated, the scenario ends.

-------------------------- 
Chapter 10 - [sec] Secrets
--------------------------

Coming Soon!

----------------------------
Chapter 11 - [itm] Item List
----------------------------

Page 1  Booster: Movement +1
  Mega Booster: Movement + 2
  Apogee Motor: Movement +1, Mobility +5
  Magnetic Coating: Mobility +5

  Biosensor: Mobility +10

Page 2
  Psycoframe: Mobility +25
  Custom OS: Mobility +10, Accuracy +10%
  Bio Computer: Mobility +20, Accuracy +20%
  Haro: Movement +2, Mobility +25, Accuracy +20%, Weapon Range +1
  Pink Haro: Movement +1, Mobility +10, Accuracy +10%
  Minovsky Craft: Enables Flight and gives A rank in Air

Page 3
  Thruster Module: Gives S rank in Space
  Dust Filter: Gives A rank on the Ground
  Screw Module: Gives A rank in the Water
  A-Adapter: Gives A rank in all terrains
  S-Adapter: Gives S rank in all terrains
  Chobham Armor: HP +500, Armor +100

Page 4
  Hybrid Armor: HP +1000, Armor +150
  Super Alloy Z: HP +1000, Armor +200
  New Super Alloy Z: HP +1500, Armor +250
  Zolmanium Alloy: HP +1800, Armor +200
  Large Generator: EN +50
  Mega Generator: EN +100

Page 5
  Auxiliary GS-Ride: EN +100, EN Regen 10%
  Beam Coat: Absorbs 700 Beam Based Damage
  I-Field: Absorbs 850 Beam Based Damage
  Gravity Territory: Absorbs 1500 Damage
  Hyper Jammer: Gives Double Image ability
  Cost Down: Reduces unit cost by 1 bar (half bar for 1 bar units)

Page 6
  Symbol of Bravery: Armor +200, Mobility +25, Accuracy +30%
  Spirit of Steel: Armor +250, Mobility +30, Accuracy +35%
  Dual Sensor: Accuracy +10%
  Multi Sensor: Accuracy +20%
  High Performance Targeting Device: Accuracy +30%
  Analyzer: Critical Rate +10%

Page 7
  Analyzer +: Critical Rate +20%
  Analyzer ++: Critical Rate +30%
  High Performance Radar: Weapon Range +1
  Linear Seat: Weapon Range +1, Accuracy +20%
  Propellant Tank: Restores all EN
  Cartridge: Restores all Ammo

Page 8
  Repair Kit: Repairs all damage
  Super Repair Kit: Repairs all Damage, restores all EN and Ammo
  OVA's Croquet: Restores 20SP
  Andromeda Yaki: Restores 50SP
  Key to Victor: Restores all SP
  Cutnalyzer: Restores 50SP, lose 50 Will

Page 9

  Minmei Doll: Starting Will +5
  Ace Charm: Starting Will +10
  Fan's Bouquet: Immune to all status effects
  Minmei's Disc: Restore 10 SP each turn, main pilot only
  Basara's Disc: Gain 2 Will every turn
  Martial Arts Manual: Gain PP and EXP as if pilot were squad leader.
-------------------------
Chapter 12 - [sts] Status
-------------------------

Completed: 
Detailed guide of menus and game flow
Selena's route complete!
Touma's route mission 1Extra Scenarios 1~8
Item List
Spirit List

Immediate Goals:
Touma's RouteCompile a list of Mech abilities
Get Scenario titles
Sound Force Information
Ideon Information
Secrets
Later Goals:
Cobray's route
Kusuha's route

-----------------------------------------------
Chapter 13 - [ack] Acknowledgements and Credits
-----------------------------------------------

gundamtotoro, who's OG1, OG2 and Alpha 2 guides were the inspiration for this 
walkthrough

greato_boosta, ImNotYourPapa and Skillpts for assistance with enemy name 
transliteration and faction allegiances

CaptainRat, who's Skill Point FAQ served as my safety net

LaC from Danbooru for help with some menu terms

Banpresto, for creating this game

http://www.mahq.net/ for Gundam and Macross name and unit lookup

http://www.encirobot.com/ for various super robot character and mech 
lookup

http://srwog.velv.net/ for Banpreto Original lookup

http://www.gearsonline.net/ for Ideon information

http://www.wikipedia.org for everything I didn't find in one of 
those other places

CJayC and SBAllen for creating and running this wonderful site.

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